Quick Tip: Organic Voronoi Patterns

In this quickie we’ll go over how to turn standard voronoi cells into something alittle bit more organic. We’re going to use a combination of standard SOPs to quickly build a versatile procedural setup which allows you to create a plethora of different patterns.

Loops & Subdivisions

Recently two projects caught my eye – one is called “Subdivisions” by Adam Heslop, the other one is the new SideFX Ident by Simon Holmedal. Both employ (as far as I can guess) a technique to subdivide a selected part of a mesh over and […]

Mandelbrot and Mandelbulb

The Mandelbrot set – the mythical King of fractals. The one that started the whole fractal craze in the 80s and 90s. In this video we’ll implement not only a classic Mandelbrot set that will yield the omnipresent image of that weirdish ridged shape, but […]

Fractal Ornaments

It often occurs to me that I need to look up certain functions in Houdini. One of those things that I constantly struggle with are For-Loops. So as a reminder to me and to you – here’s a tutorial about their use. We’re gonna build […]

Quicktip: Abstract Shapes

After publishing the VDB denting tutorial, we received some questions regarding how we created the geometry used in the preview rendering for that tutorial. In this quicktip we’ll show you how to create the organic shapes we used when testing that setup. It’s a neat […]

Houdini: True 3D Reaction Diffusion

You might have seen this effect more frequently during the last months: Those growing organic blobs that cover a surface in intricate Patterns (sometimes resembling the texture found in a Keith Haring painting). These patterns are the result of a process called Reaction Diffusion.

VEX in Houdini: Strange Attractors

In this tutorial we’ll focus on two extremely powerful tools inside of Houdini: VEX and solvers. VEX is houdini’s scripting language. It is multithreaded (which means fast) and based on C (which means it’s also similar to Processing, Arduino, Java, Javascript, C++ and C#).

Houdini: Curl Noise Flow

This short tutorial ist inspired by the amazing work of deskriptiv. Seriously one of the most inspiring artist collectives I’ve come across in the last year. What (in my opinion) is being done here is a curl noise flow around a given surface that is […]

Creating Geometry With Python In C4D

HI people from the internet. After posting my geometry creation tutorial for Houdini, people approached me with the question, if such a plexus effect is possible in Cinema 4D, too. And I said no, not without plugins. But after thinking about it for a little […]

Houdini: Boolean Volume Denting

When I saw this tutorial on Greyscalegorilla, it occurred to me that although I liked the results a lot the process of sculpting and posemorphing would be a bit too unflexible for my needs. And of course it would also be too tedious for a lazy […]

Creating Geometry With VEX

Did you ever wonder how to create polygons and polylines through code in Houdini. It’s a straigtforward concept. But you have to know some things about the way Houdini organizes and stores geometry in memory. In this tutorial Manuel will walk you through the process […]

Welcome To
Entagma!

We made it. Up and running. Was about time. Entagma is our collection of stuff (a.k.a. resources) that we’d love to have known when we started diving into certain advanced areas of 3D computer graphics.

DualGraph –
Cinema4D plugin

Do you want to change a classic Delaunay triangle-mesh to a cell like Voronoi topology, with little effort?  Then the Cinema4D python plugin “DualGraph” is for you. It computes the dual graph of the Delaunay tesselation. That means it finds the midpoints of the original […]

Quickie: Exporting Geo From Houdini

It just occured to me that in the following tutorials I’ve omitted one thing which is kinda important: How to get your creations out of Houdini and into another program. The easiest way that works in any version of Houdini is the right-click/save geo technique. […]

Houdini: Poly Rembrandt pt. I

Hello people from the internet! Glad to be with you and finally be online. Can’t tell you how exciting the last weeks have been! Recording tutorials, making videos, testing equipment, getting all the web stuff up and running. Fun times indeed!

Houdini: Poly Rembrandt pt. II

Abstracted paintings can be fun, but the tend to look a bit flat. So why not give them depth by extruding parts of the geometry? In this tutorial we’ll dive into VOPs (VEX Operators) and procedurally move geometry points in order to create a polygonal […]

Houdini: Poly Rembrandt pt. III

After we built our basic setup we dive into the rendering side of Houdini. We’re gonna set up basic lighting and create and adjust shaders to create a rendering of our abstracted Painting. This should give you a short overview of how to quickly setup […]

Houdini: Poly Rembrandt pt. IV

A common technique in computer graphics is the use of a kernel for image processing. We discuss what makes it so useful when for example we would like to detect edges in an incoming image. We’ll be implementing this technique in the next part of […]

Houdini: Poly Rembrandt pt. V

Lastly – we’re putting the final touches on our setup and implement a simple automatic edge detection (based on a similar Kernel we’ve discussed in Part IV). This allows us to drive point scattering to be along any edges in our input image. Makes for […]