You Asked for it – there you have it: Two hobgoblinish nerds rambling on about computer graphics in general and Blender and the recent hype in particular. EDIT: “That 3D Format” whose name we couldn’t remember turns out to be gltF – thanks Vasilis!
Quicktip: Blender – Alt-Navigation
In this Quicktip Manu will share his settings for combining standard navigation in Blender’s viewport while keeping most other shortcuts untouched to be able to follow Blender tutorials using Blender style shortcuts. Download Key Config (Blender 3.1)
Rendering 101 pt. 2: Theory- Materials, BxDFs, Fresnel & Microfacets
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New In Houdini 18
Houdini 18 has been released! While Manu is still busy wrapping his head around Solaris (tutorials covering his efforts are coming…), I had the absolute pleasure to comb through H18’s new features list and compile my list of neat new nodes I found. I grouped […]
Rendering 101 pt. 1: Theory – Raytracing, Pathtracing & Monte Carlo
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Rendering 101 – pt. 0: The Overall Plan
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Importing an MRI Scan as VDB Volume
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Physarum Slime Mold
While Manu and I have been on season break, my twitter stream washed up these mesmerizing, beautiful videos. Turns out they are created by Sage Jenson, a genius digital artists. But not only do they create these fantastic pieces of art, they also go to […]
Summer’s Finally Here! (We’re Back)
Mo caught a cold, Manu is freezing, we’re both so pale our cameras have trouble finding a proper exposure – that’s right, it’s finally summer in Germany! Yes, it definitely took us longer than anticipated to get back and restart the free stream! We’ll be […]
Website Redesign: How To Use The New entagma.com
We finally FINALLY(!) got a redesign for entagma.com! Believe me it was a ride. We should maybe talk this through in a nerd rant. This video gives a quick overview of the site’s major new features. However be aware this is all pretty new and […]
Volumes 101 – New Since H17 (Visualisation & Sourcing)
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Vellum 101 – pt. 29: Inflation by Attribute
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Season 3 Finale: SeeYou in Summer!
Thanks so much for your feedback, support, links, questions, everything! You are amazing – we’re glad & proud to be part of this community! Wow – it’s been a long season! Time for us to recharge our batteries, read some papers, try failing less at […]
Season Finale: Procedural Subdivision Curves
Data Viz – ever tried creating a bunch of smoothly connecting lines manually? Me neither, that just seems too involved. Enter Houdini. But how do you create control vertices for those subdivision curves? In this tutorial we’ll roll our own little algorithm for creating control […]
Vellum 101 – pt. 28: Slicing Grain Softbodies
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Vellum 101 – pt. 27: Grain Softbodies in Vellum
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Analytical Foam
As position based simulation techniques are very fast theses days, it is possible to use them to confrom intersecting spheres to each other, to model foam. Nevertheless there are other possibilities, too.
Vellum 101 – pt. 26: Structural Optimisation
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Vellum 101 – pt. 25: Activating Grains
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Quick Wind Tunnel
Usually you’d find pyro setups behind all kinds of explosions, fires and sometimes fireworks, but how about something more calm? Something like a wind tunnel used to evaluate the aerodynamic properties of cars, trains and planes? (Please do not use this setup to evaluate any […]
Vellum 101 – pt. 24: Tearing A Bag Of Grains
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Vellum 101 – pt. 23: Looping A Simulation
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Polyfolding – Part 2
This is the second part of a two part tutorial. Part one
Vellum 101 – pt. 22: Peeling Off
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Polyfolding – Part 1
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 […]
Vellum 101 – pt. 21: Crushing A Can
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Vellum 101 – pt. 20: Balloon Popping
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Vellum 101 – pt. 19: Stiffness Dropoff
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Quicktip: Double Pendulum In Vellum
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 […]
Vellum 101 – pt. 18: Voronoi Cloth Bags
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Vellum 101 – pt.17: Locomotion Using Fiber Constraints
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Voronoi Morph
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: […]
Vellum 101 – pt. 16: Blend Shapes
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Vellum 101 – pt. 15: New In Houdini 17.5: Per Point Friction
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Alien Orb: Vellum Grains & Redshift
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.
Vellum 101 – pt. 14: Force Directed Graph
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Vellum 101 – pt. 13: Connecting Wires
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Vellum 101 – pt. 12: Inflating Ballons Into A Shape
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Production Setup Walkthrough: Color Dust Explosion
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.
Vellum 101 – pt. 11: Soft Constraining Grains & Soft Bodies
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Vellum 101 – pt. 10: Twisted Wires
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Vellum 101 – pt. 9: Pills (Rigid Bodies & Grains)
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Vellum 101 – pt. 8: Swirly Cloth (Vellum + POP Attract)
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Vellum 101 – pt. 7: Shrinkwrapping
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Vellum 101 – pt. 6: Manually Creating Vellum Constraints
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Implementing A Position Based Cloth Solver From Scratch
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 […]
Vellum 101 – pt. 5: Avoiding Jittery Simulations
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Vellum 101 – pt. 4: Vellum In DOPs
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