All posts by “Manuel

Knitting in 3D – Building a UV deformer

Knitting in 3D is quite popular these days. Although it is not too hard to achieve, building a knitting setup presents some challenges to the TD. In this tutorial Manuel shows you one way of modeling a knitted 3D object and a method of making […]

FMX Special: A Point Based Growth Solver

At FMX 2017 Entagma had the pleasure to talk as part of “Houdini Day”. Among other things we explained how to create a propagation growth solver. Here we’ll show how to build this setup. We introduce the concept behind propagation growth and implement the solver […]

Packing The Torus

Dense packings of objects onto surfaces always look stunning. There are many analytical algorithms out there to compute such a packing. In this video we’ll explore a simulation based approach to achieve a dense packing of particles with varying radius. This is more versatile and […]

Refine The Ripple Solver

Last time I announced a second part to the ripple solver tutorial. And here it is! This time, I rebuild the ripple solver setup by using a SOP solver to update the simulated geometry. Then I show you how to vary the wavespeed spatially. And […]

Using The Ripple Solver

The nice thing about Houdini is its versatility. Not only does it offer DOP solvers for fluids, RBDs and cloth, like many other applications, but it has some very specialized solvers, too. One of them being the ripple solver, that can be used to propagate […]

QUICKTIP: Select And Navigate

Today for something a little different. I know, Houdini is mainly about complex simulations, VEX and VOPS, but when I started out with the software, it was mainly the little things, like navigating and selecting, that I needed to learn, to feel at home. That’s […]

Dual Mesh

Deskriptiv (https://www.deskriptiv.de) inspired me very much over the years, with their unique mixture of intricate setups and beautiful design. In this tutorial I want to show you how to rebuild one of their creations “Double Mesh” inside Houdini. “Dual Mesh”, the Houdini variant, is an […]

Rebuilding the C4D Spline Wrap Deformer In Houdini

The “Spline Wrap” deformer inside of Cinema4D is a versatile tool that many artist use on a daily basis. Whether you want to wrap paint strokes along a spline or animate a snake, the defomer gives you a quick and easy way to do so. […]

Creating Geometry With Python In C4D

HI people from the internet. After posting my geometry creation tutorial for Houdini, people approached me with the question, if such a plexus effect is possible in Cinema 4D, too. And I said no, not without plugins. But after thinking about it for a little […]

Creating Geometry With VEX

Did you ever wonder how to create polygons and polylines through code in Houdini. It’s a straigtforward concept. But you have to know some things about the way Houdini organizes and stores geometry in memory. In this tutorial Manuel will walk you through the process […]

DualGraph –
Cinema4D plugin

Do you want to change a classic Delaunay triangle-mesh to a cell like Voronoi topology, with little effort?  Then the Cinema4D python plugin “DualGraph” is for you. It computes the dual graph of the Delaunay tesselation. That means it finds the midpoints of the original […]