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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VOPs Quicktip: Shaping Displacement Using Modulo & Noise
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 […]
Vellum 101 – pt. 3: What About Grains?
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Vellum 101 – pt. 2: Dynamic Constraints In Vellum’s SOP Solver
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Grains & Vellum 101 – pt. 1: The Different Constraint Types
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Grains & Vellum 101 – pt. 0: Animating Vellum Constraints
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Particles Part 08 – Sticking Particles To Animation And Basic Mantra Rendering
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Particles Part 07 – On POP Streams And How DOPs Work
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Particels Part 06 – The Curve Force Twister
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Particles Part 05 / 02 – Plant Growth With POPReplicate
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Particles Part 05 / 01 – Plant Growth With POPReplicate
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Particles Part 04 – Tubular Flow With Vector Fields
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Particles Part 03 – The Principle Of Particle Simulation
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Particles Part 02 – Conform To Surface
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Particles Part 01 Addendum – Shading in RS
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Particles Part 01 – Paint Removal
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AHTYA11 – Intro To DOPs: The SOP Solver
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AHTYA10 – Pathtracing and Adaptive Sampling in Redshift 3D
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AHTYA09 – Shading in Redshift 3D
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AHTYA08 – Introduction To Redshift3D
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AHTYA07 – Finishing The Title Graphics Model
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AHTYA06 – Procedural Modeling: AHTYA Title Graphics
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AHTYA05 – Working With Clones Part 2
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AHTYA04 – Working With Clones Part 1
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AHTYA03 – Noisy VOPs
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AHTYA02 – About Geometry And Attributes
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AHTYA01 – Intro To The UI And Basic Concepts
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Adding Houdini To Your Arsenal
Dear Patrons, “Adding Houdini To Your Arsenal” is our next premium course. It addresses 3D artists that are proficient with another 3D tool and want to learn to use Houdini in companion to their main tool or exclusively. The course requires good general 3D knowledge, […]
VEX101 – pt. 23: Implementing A Paper: Hidden Point Removal
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