Please welcome our Friend Simon Fiedler to a guest tutorial. He generously agreed to share a quick and easy production setup he built for a recent project: Energy spirals with a high degreed of art directability.
KineFX 101 – pt. 26: Flower 04: Blossom Animation
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KineFX 101 – pt. 25: Flower 03: Extra Bits
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WebUI + Houdini Tutorial: Generating And Using AI Depth Maps
Mo goes over how to generate a depth map from a single image and use it in Houdini’s Karma XPU to render a relief like geometry. Download Project Files: https://www.entagma.com/downloads/AI_Houdini_depthmap.zip
Creating AI Portrait Pictures using Stable Diffusion and Dreambooth
After installing the stable diffusion webui (https://youtu.be/cL_ZYdkIqBU), Mo goes over how to train an AI model to generate portraits of your face using dreambooth. Stable Diffusion webUI:https://github.com/AUTOMATIC1111/stable-diffusion-webui
KineFX 101 – pt. 24: Flower 02: Blossom
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Stable Diffusion 2.0 Quickstart
It’s come so far that even Mo couldn’t ignore AI any longer, so he reluctantly started diving into diffusion models. When he emerged a month later (and very unkempt) this is what he found out. This tutorial covers installing Stable Diffusion 2.0 using Automatic1111’s webUI, […]
KineFX 101 – pt. 23: Flower 01: Petal
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Geometry Nodes Simulation: Advect by Curl Noise
Simulation inside of Geometry Nodes is finally possible with this “buffer” hack. After setting up the sim environment, Manuel explains to you what the curl of a vector field is all about and implements a version of curl noise to drive some simulated particles. Download […]
Connect The Dots with Geometry Nodes, The “Plexus” Effect
This time we’ll create the “plexus” effect with Geometry Nodes inside of Blender. Manuel shows you how to abuse geometry to fake a loop, that tests all connections between the points of an incoming point cloud and compares their lengths. Then, only the ones are […]
KineFX 101 – pt. 22: TD Techniques: Copy Rigged Characters
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Advanced Setups 21 – Jeroen Claus: HDBSCAN
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KineFX 101 – pt. 21: CFX Fur – Part 2: Using and Misusing Fur Nodes in SOPs
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Chainmail Part 2: Deform the Chainmail Using UVSample
In this second part of the chainmail tutorial Manuel shows you how to create a Vellum cloth sim and how to attach the chainmail geo to the simulated cloth using the VEX function UVSample(). Download Project File
Advanced Setups 20 – Jeroen Claus: DBSCAN
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Chainmail Part 1: Creating a Procedural Chainmail Pattern
In this first part of the chainmail tutorial Manuel shows you how to create procedural chainmail instancing real geometry onto a procedural hex pattern created with VOPs. Download Project File
KineFX 101 – pt. 20: CFX Fur – Part 1b: Karma Hair Procedurals
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KineFX 101 – pt. 20: CFX Fur – Part 1a: Obj Level Workflow
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Geometry Nodes Ep19 – Cleaning Up and Creating Reusable Node Groups
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Quick Tip: Setting Up A Default Scene In Houdini
Mo is back from berlin where he spent a few days with Colors And The Kids One of the questions tackled there was how to set up a scene file that’d automatically load when Houdini started up. Turns out Houdini looks for a few script […]
Advanced Setups 19 – Jeroen Claus: Dataviz Excursion – K-means Clustering Explained
Thrilled to have Jeroen Claus back for a series on popular algorithms used in data analysis and visualisation. In this first (free) episode he’ll take you through what k-Means clustering is and how it works. Download Project File (.zip)
KarmaXPU Quickstart Pt.4: Excursion – Visualizing Lipid Membranes
Notes:– I’m recommending to stay away from refractive materials in rendering. This is due to the fact of this particular group of students having limited rendering resources. If however you have those resources, go wild! Mo had the pleasure of joining Dr. Jeroen Claus of […]
KarmaXPU Quickstart Pt.3: Excursion – Visualizing Proteins
Notes:– It *could* be that 1 Houdini unit = 1 angstrom (which is 0.1 nm)– I’m recommending to stay away from refractive materials in rendering. This is due to the fact of this particular group of students having limited rendering resources. If however you have […]
Geometry Nodes Ep18 – Creating Instances and Manipulating them
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Nerd Rant 2.0 Ep. 22: Manu’s Dad’s Paintings
While moving, Manu unearthed a part of his dad’s portfolio of oil and watercolor paintings. Mo and him discuss his father’s art style, marvel at some contemporary art and ramble on about growing up with a painter.
KineFX 101 – Pt.19: CFX: Muscles Part 2
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KarmaXPU Quickstart Pt. 2 – Custom Attributes, Subsurface Scattering
Continuing with our KarmaXPU quickstart, this video covers reading custom attributes into a MaterialX shader and using it to drive the look of our material’s subsurface scattering. Download Project File
Geometry Nodes Ep17 – Finishing the Falloff and Node Groups
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KarmaXPU Quickstart Pt. 1 – Basic Lighting, Shading & Rendering
In this tutorial we’ll shade, light and render the geometry we created in our previous tutorial, inspired by Alex Valentina’s Work for Form Mag. We’ll be setting up a simple scene graph in solaris, import and light our geometry using an HDRI and then spend […]
KarmaXPU Quickstart Pt. 0 – Creating Our Test Geometry
It’s finally time we talk about Karma again. Nope not your spiritual system, but Houdini 19.5’s built in new’ish rendering engine. It’s been making quite fast progress since the time it’s been released a few versions back, so in our opinion with KarmaXPU being in […]
KineFX 101 – Pt.18: CFX: Muscles Part 1
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Nerd Rant 2.0 Ep. 21: New House, New Studio, New PC Case, New Everything
Manu moved houses, Mo helped rebuild the Nerd Rant studio in Manu’s attic, the guys ramble on about redecorating, WD40, luggable PC cases and portable displays for your travelling workstation needs. Sliger Cerberus X Uperfect Portable Monitors
KineFX 101 – Pt.17: No VEX Procedural Walkers
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New In Houdini 19.5 Pt 4: SOP FLIP Fluids
One of the major milestones in Houdini 19.5 is the SOPification of FLIP fluids – allowing for a much more streamlined setup of fluid simulations. In this video Mo goes over the basics of the new workflow, including custom viscosity and density for our liquid. […]
Geometry Nodes Ep16 – Psyche Transform – Spherical Falloff
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Geometry Nodes Ep15 – Real World Project 1 – Psyche Transform Effect
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New In Houdini 19.5 Pt 3: Shallow Water Solver (Plus KarmaXPU)
Mo is going to SIGGRAPH – and he’s running late. So this text admittedly is very brief. In this video we’re gonna (ab)use Houdini’s new shallow water solver to create this abstract streamline animation. Download Project File
New In Houdini 19.5 Pt 2: Karma XPU Beta (MaterialX, Solaris)
Mo visited the Art Gallery of Ontario and got inspired. In This video he’s using Solaris, Karma XPU and MaterialX to shade and render the sculpture created in this tutorial. Download Project File
New In Houdini 19.5 Pt.1: Tangent Fields (And a Bit of VEX)
Mo visited the Art Gallery of Ontario and got inspired to test drive one of the hidden gems in Houdini 19.5 – Tangent Fields. Download Project File
KineFX 101 – Pt.16: Rigging An IK Robot Arm
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Better Texture Tiling
Even if you have a perfect tilable texture with seamless borders you often run into problems when tiling the same texture often to cover large areas. If your texture happens to be irregular you might want to give this tiling trick a try to make […]
Procedurally Create Detroit Agate with a Karma Shader
If layers over layers of car paint accumulate in the factory over the years they create grey rocks with magic hidden inside. Once you start to cut and polish these rocks all the individual color layers are revealed and create a color explosion. In this […]
Advanced Setups 18 – Implementing Monte Carlo Geometry Processing in VEX
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Procedural UV Unwrapping with Geometry Nodes
This tutorial uses Blender 3.3 Alpha. You can get this version from here: Download Experimental Builds Blender 3.3 Alpha adds nodes for procedural UV unwrapping. In this quick tip tutorial Manuel explains one way of using the new feature on some procedurally built rocks.
Noise Advection with Geometry Nodes
Advecting points through vector fields is often handy for different purposes. It can be used to visualize noise fields or vector volumes or just to create some beautiful abstracted graphics. Follow Manuel in this tutorial, while he hacks Geometry Nodes to make iterative advection along […]
KineFX 101 – Pt.15: KineFX & Vellum 2: Building a Balloon Character
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Giving Birth Using Vellum
Sometimes we get the weirdest questions. And we’re quite thrilled about them! This time our friend Patrick (https://www.altshift.de/) approached us with a.. let’s call it special Vellum setup and some questions about how to make all Elements interact properly and animate them. Resulting in whatever […]
Nerd Rant 2.0 Ep. 20: Midjourney, Dall-E & AI vs. Design
Manu and Mo ramble on about what the arrival of AI tools such as midjourney, Dall-E or Imagen mean for (not only) the field of visual design.