Giveaway: Redshift Thinfilm Shader

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.

Nerd Rant: DOPs

Recorded back in October when Mo was cranky due to reasons, Manu decided to discuss his (then) favorite topic when it comes to Houdini: DOPs. Turns out it is not so much Mo’s favorite topic. Watch this nerd rant to see us being cranky and […]

Houdini 17 Quicktip: Setting Up Colored Smoke

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.

Houdini 17 Quicktip: Packing Geometry Using the UV-Layout SOP

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. […]

Houdini 17 Is Here – A Quickstart to Vellum

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. […]

Create and Simulate a Procedural Rope

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 […]

Crochet – Blending between Delaunay and Voronoi

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 […]

Nerd Rant: Render Engines

There are many render engines out there nowadays and it’s not easy to choose the right one. CPU or GPU, biased or unbiased. In this video we discuss the pros and cons of different render engines from our humble point of view. As a bonus […]

Houdini Game Tools: Assembling a 3D Scan Of The Earth

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.

Nerd Rant: Hardware – DIY vs. Pre Built

This is an experimental post. As we often sit down to discuss different topics from our Entagma life, this time we just switched the camera on and created a vlog-type movie for you. Just the right thing to watch on a otherwise boring “no-new-tutorial Monday”. […]

Building Your Own Houdini Workstation

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.