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VEX101 – pt. 14: Starting A Function Library
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VEX101 – pt. 13: Custom Functions
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VEX101 – pt. 12: If-Statements
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VEX101 – pt. 11: Arrays & Foreach-Loops
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VEX101 – pt. 10: For Loops
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VEX101 – pt. 9: Creating Chladni Patterns
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VEX101 – pt. 8: Generating Curl Noise
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VEX101 – pt. 7: Accessing Other Stream’s Attributes
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VEX101 – pt. 6: Generating Randomness
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VEX 101 – pt. 5: Functions
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VEX 101 – pt. 4: Variables
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VEX 101 – pt. 3: Data Types & Accessing Attributes
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VEX 101 – pt. 2: SOP Wrangle Basics
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VEX 101 – pt. 1: An Honest Foreword
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VEX 101 – pt. 0: What’s In This Course?
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Volumes 101 – pt. 25: Breaking Up Smoke Sims
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Volumes 101 – pt. 24: Linear Volume Ramp
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Volumes 101 – pt. 23: Something New
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Volumes 101 – pt. 22: Art Directing Velocity Volumes
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Volumes 101 – pt.21: “Dissolving” Geometry
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Volumes 101 – pt. 20: Volume Displacement Shader
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Volumes 101 – pt. 19: Juliabulb Using Volume Procedurals
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Volumes 101 – pt. 18: Volume Procedural Basics
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Volumes 101 – pt. 17: Multistate Cellular Automata in OpenCl
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Volumes 101 – pt. 16: Reaction Diffusion in OpenCL
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Volumes 101 – pt. 15: Custom Kernels in OpenCL
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Volumes 101 – pt. 14: Kernels, Sharpening A Smoke Sim
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Volumes 101 – pt. 13: Point Advection
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Volumes 101 – pt. 12: Adding Colliders To Our Solver
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Volumes 101 – pt. 11: Adding Forces To Our Solver
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Volumes 101 – pt. 10: Curvature Driven Growth
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Volumes 101 – pt. 9: Curvature
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Volumes 101 – pt. 8: Organic Cells
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Volumes 101 – pt. 7: Reshaping SDFs
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Volumes 101 – pt. 6: Volume Gradient
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Volumes 101 – pt. 5: Volume Booling
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Volumes 101 – pt. 4: VDBs vs. Standard Volumes
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Volumes 101 – pt. 3: Signed Distance Fields
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Volumes 101 – pt. 2: Vector Volumes
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Volumes 101 – pt 1: Volume Basics
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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 […]