This is the second part of a two part tutorial. Part one
This is the first part of a two part tutorial. Part two will be available soon. Polyfolding is an interesting effect where you split up an object to individual bands and make them curl up. It can be used to disintegrate an object or make […]
Another one of those physics/math/CG tropes is the double pendulum: Take a standard pendulum (one arm that can rotate around one or more axis) and attach another pundulum to its end. The fascination for this contraption comes from the fact that it behaves extremely different […]
When my office mate Benno asked me to come up with a setup to turn a bunch of hexagons into a voronoi cell pattern, it came to my mind that there is a wide variety of techniques in Houdini to achieve such a transition effect: […]
The long (well – not really) lost holiday special surfaced! This was my first attempt at making something wintery, trying to cook up a snow globe. Turned out I tend to be better at producing weird alien orbs – so here we are.
Happy holidays everyone! After my planned snow globe tutorial turned more into a disgusting alien egg thingy, I decided to instead dig out a production setup I did a while ago, doing the (very) popular dustsplosion.
Position Based Dynamic effects are quite popular today as these provide us with fast, predictable and stable simulations. Houdini comes with PBDs packaged inside of the “Grains” node and with H17 with XPBD inside of the vellum solver. This video shows how to implement one […]
My grudge with social media is that it is virtually impossible to find posts after a few weeks. I saw this effect on twitter in some real time engine. Unity or Unreal. I’d love to give credit to whoever cooked it up, but I’m unable […]
Head over to our Patreon for the free .hip files. We recently had to create a physically based thinfilm shader in Redshift. This is the result. It’s a slightly simplified version of this OSL shader from gamedev.net, implemented using purely Redshift nodes.
Smoke and mirrors! Well Smoke mainly in this quicktip. We’ll look at a few of Houdini 17’s new pyro features – namely the new sourcing workflow and the ability to (easily) color your smoke simulation using a mesh’s colors.
With the Houdini 17 party still going, let’s have a look at a somewhat hidden gem in H17’s tools: The UV-Layout SOP. “Wait! I don’t care about ’em UVs!” you might say. We hear you, but they are not really the focus of this tutorial. […]
One of the most exciting features that Houdini 17 introduces is Vellum: A new simulation framework based on XPBD. (Extended Postion Based Dynamics – In essence grains on steroids.) That means stable and fast simulation of (almost) everything softbody: Cloth, Wires and well – softbodies. […]
Today we’ll create a procedural rope and simulate it using the grain solver. There are always many different ways to achieve stuff in Houdini. In this tutorial I chose the VEX route to generate the rope. This gives a nice self-contained node that can easily […]
Here at Entagma we love to deal with yarns. This video extends the “yarn-effects” with a crochet approach. Using the delaunay triangulation of an input mesh and its dual diagram, the voronoi mesh, we build a procedural model that uses point color to blend smoothly […]
Although they are technically called “Game Tools” there are quite a few cases in which you might want to use these assets built by the talented folks at SideFX. For example when you’re gonna do geodata visualisation.
It finally happened – here is the long feared hardware episode you’ve not been waiting for! As Mo recently started freelancing, he decided he’d need a new computer. Also he decided to build it himself. Enjoy the resulting chaos.
Last week Germany was still under a massive heat wave. And an office doesn’t get colder by running smoke sims and rendering. That’s why I had to keep this one relatively short (let’s call it a speedrun): We’ll build a particle system advected by a […]
Niklas Rosenstein is with us again! And if Niklas is in the house, chances for some Python code are pretty high. This time we’ll import vectors from Illustrator into Houdini, create an isocontour-effect and export the result back to illustrator.
Blending smoothly between a high-poly mesh and its low-poly representation is a subtle but useful effect. In this tutorial you’ll learn how to create two versions of the same object, one smooth and one facetted, with the exact same topology. This enables you to blend […]
One of my favorite Youtube Channels is Numberphile. They are one of the driving forces behind my newfound interest in maths. In a recent video they shed some light onto a sequence of numbers called Recamán’s Sequence.
This time we extend the setup from two weeks ago.
This tutorial shows you how to create a procedural vein, that is composed of small segments that you drawn by hand. This way the overall look of the vein is art-directable.
Ever tried having a bunch of instances rotating without intersecting each other? It’s a task we commonly encounter. The solution that usually works for us is a constraint network that’ll pin our instances to their position while still allowing them to rotate freely.
S Due to the fact that the SDF is defined in 3D space the setup can easily be animated, too, to create some fake water ripples. Download Project File
While on season break we received quite a few questions. One of those mails pointed us to the amazing work of Loris Cecchini, a sculptor who created (among other stunning artworks) those wave pattern sculptures. At first it didn’t seem clear what’s going on there.
When dealing with growth solvers, often you not only need the growth itself, but a direction vector. For exapmple to copy feathers onto a surface, or other directed object, like knitting loops. In this tutorial Manuel explains how to calculate direction vectors on the surface […]
Yeeeha! We are back. To start off season three in a gentle way, let’s look at an easy setup to produce intricate eye candy. Also watch Mo burning his fingers on microwaved ink. The pleasures of real world experiments.
Curve framing is important for a lot of things, like trajectories, creating geometry from curves or aligning copied geometry to curves. In this tutorial Manuel implements the parallel transport algorithm that transports an initial normal vector along a curve to create a smoothly varying frame. […]
With our new years resolutions still fresh and our bellies still full with cookies and christmas cake, we decided that in order to deliver everything we have in mind for 2018 it would be good to start the new year with… a break. Season two […]
There are very few things more hypnotic than watching an embroidery machine do its work. When watching my wife’s machine working on festive decoration, I thought about how I’d create something similar in Houdini. Turns out it isn’t too complicated once you’ve figured out how […]
Today it’s about dynamically generating a piece of woven fabric. Manuel explains how to write a VEX wrangle in the DOP context to generate connecting yarns in every frame.
we have something special for the upcoming holiday season for you: Snowflakes! This was the very first paper I ever implemented in Houdini – what a feeling! I recorded it a while back in summer but then decided to wait until the right season. As […]
If you want to make your product appear nice and fresh in your TV commercial, chances are that you’ll put water droplets on it. This effect is very popular in advertising. In todays installment of the Entagma tutorial stream, Manuel shows you how to procedurally […]
What popped up as some random images on my pinterest feed turned out to be a whole universe of an art form in itself: Quilling. The art and craft of rolling and shaping paper to form intricate mosaics depicting a wide variety of subjects.
Heightfields are a nice addition to Houdini 16 for environment work. They more or less replicate the functionality of programs like Worldmachine. In today’s tutorial Manuel shows you how to create a terrain from scratch in Houdini and how to render it directly in Redshift3D, […]
To complement our PBD Wire Setup, here is a tutorial on a topic I’ve personally been struggling a lot when I first tried wrapping my head around constraint networks. Similar to what we’ve been doing in PBDs, we’re gonna build a network of interconnecting wires […]
Today we scale live dynamic objects and make the scaling affect the running sim. You’ll gain some insights into how the Bullet solver inside of Houdini works and how it operates more efficiently using packed primitives. Manuel goes over the ins and outs of modifying […]
You might not be aware of the fact that you most likely have been using the algorithm we’re discussing here – at least if you’ve ever worked in 3D. Quadtrees (and their relatives, KD-Trees and Octrees) are used to accelerate point queries (ever used pcfind() […]
Branching growth is fascinating as it has a lot of hidden structure to it and is very intricate. Many methods have been proposed over the years to model branching structures, like trees. One algorithm that is particularly beautiful and simple is the “Space Colonization” algorithm, […]
Whoopee! The inevitable just happened. We’re on Patreon now. If you wanna show us your appreciation, we’ve got some special things prepared for you. On our patreon page we offer several options of in-depth content: Hi-Res Renders For those who longed for that high reasolution […]
The past decade has seen a wealth of data visualization elements in UI design, movie sets and motion graphics. When it comes to creating these elements you’re left with two approaches: faking it vs. the real thing. In this quicktip we’re doing the real thing […]
This time Manuel is talking about a straightforward way of dynamically connecting simulated yarns. Although, this can be achieved with the wire solver this tutorial uses the PBD solver (grains) in Houdini to simulate the yarns, as it’s easier to work with and gives nice […]
Finally we venture into new territory in Houdini: Python! With the help of our very talented friend Niklas Rosenstein we’ll have a look at how to import actual satellite data from ESA’s Gaia mission into Houdini and use it to render our very own star […]
Occasionally we find an E-Mail in our inbox that asks how to achieve a given effect. This time Jesper asked us how we’d go about creating something like this – spheres arranged in space to create the illusion of a halftone image when viewed from […]
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 […]
Quite some time ago I was trying to cook up something like the guys at moviebarcode.com: Some setups that’d deconstruct a given movie into its individual colors in a visually pleasing manner. Recently I thought it was time to try another attempt. Instead of linearly […]
When we saw Andy Lomas’ “Aggregation” series a few years back we were struck. How could you generate those intricate particle sculptures? The series’ title hinted at one possible solution: Diffusion limited aggregation or DLA. In this tutorial we’ll build a basic DLA setup using […]
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 […]