Yes we still have some black frames in there, yes the audio is still slightly offset, no we don’t have a proper intro yet… but… you get the idea. In our second (or first depending on how you count) episode of our new nerd rants, […]
Advanced Setups 05 – Knots & Half Edges
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No VEX Houdini: Dancing Mocap Trails
Houdini without using VEX? It is possible. Although Mo doesn’t enjoy it, he guides you through setting up a simple abstract mocap animation using nothing but built in SOPs. No scripting in this one. Promised. Of course everything is heavily inspired by Method Studio’s seminal […]
Vellum 101 – pt. 37: Abstract Cotton Candy – Hair & Glue Constraints
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Nerd Rant 2.0 – Ep.0: We redecorated, Manu is a professor, Mo struggles with livestreaming tech
Yes we’re aware there are some black frames in there, yes the audio is slightly offset, no we don’t have a proper intro yet… but… Took us some time, but we’re (a)live again. This episode should’ve ended up being a test, hidden away in some […]
TD Essentials: Create a Swept Phyllotaxis Operator in Houdini
Plant growth has a strong connection to mathematics. Especially the special phyllotactic distribution pattern shows up a lot in nature. Be it the head of a sunflower, a pinecone or a pineapple. The dense packing of seeds and other organs on the surface of these […]
PDG 101 – Pt.17: Sloppy Machine Learning
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Vellum 101 – pt. 36: Rigid Bodies In Vellum (2021 Technique)
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Tearing A Spider Web In Houdini Using Vellum
Been pointed to Philipp Pavlov’s great spider web animation, felt in a mood to try setting it up using Vellum grains. Somehow succeeded. Recorded tutorial. Feeling cute. In this tutorial we’ll set up a simulation which allows us to tear a spider’s web. We’ll be […]
PDG 101 – Pt.16: Feedback Loops
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Advanced Setups 04 – Field Guided Reaction Diffusion
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Cube Grid – Use Color on Geometry Nodes Instances
Geometry Nodes inside of Blender is constantly updated and expanded on. Using the latest Blender 3.0 Alpha we can now transfer color to geometry generated through instances. This wasn’t possible before and opens a wide range of possibilities for creative expression in Blender. Follow Manuel […]
PDG 101 – Pt.15: Batch Processing II: Manual Edits
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A Procedural Polka Dot Shader with Analytic Normals
Today we’ll build a procedural shader that produces a polka dot pattern. While this is quite informative, as we learn how to tile the uv space, the interesting part is creating the normal map. We want to use the implicit sphere equation to derive z […]
Advanced Setups 03 – Accessing Geo Attributes In Python / Using potpourri3d
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Advanced Setups 02 – Installing 3rd Party Libraries For Houdini’s Python
It’s finally come so far – we’re accepting that we can’t (or rather don’t want to) write every complex algorithm out there ourselves in VEX. Enter Python. Not necessarily because Mo loves Python so much, but because there is a wealth of highly interesting libraries […]
PDG 101 – Pt.14: The Python Processor
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Shadow Projections
When stumbling upon Kumi Yamashita’s amazing artworks, we felt inspired to try our hand at the underlying technique of projecting shadows from a light source. In this tutorial we’ll be creating shapes and object arrangements that form a shadow image when hit with a single […]
Rope Typography Using Houdini’s Vellum & Octane Render
After seeing polygonpen’s C4D Rope tutorial on Lesterbanks, we though – why not give it a go in Houdini. So in this tutorial we’re gonna go over creating a basic vellum sim which will form the backbone of our rope typo, then creating said rope […]
PDG 101 – Pt.13: Houdini Engine in UE4
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Create a Reveal Effect in Blender Geometry Nodes using Linear Falloff
Although Geometry Nodes does not support simulation yet, we can still use it to create effects that look like particles. In this tutorial you’ll learn how to implement a linear falloff using the dot product to control a lot of instances procedurally, We’ll then use […]
Vellum 101 – Pt. 35: Sphere Packing A Surface
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Guest Tutorial – Jeroen Claus: Origami Bunny
Super happy to have Phospho’s Jeroen Claus back to present one of his production setups, this time covering how to turn any geometry into an origami version of itself, inspired by the amazing work of Robby Kraft. Project Assets Download Project File
PDG 101 – Pt.12: Faux 3d printing
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Guest Tutorial: Simon Fiedler – Mesh Based Bubble Deformer
Simon Fiedler doing his thing again: This time he’s covering how to create this blistery/bubbly effect on a mesh without resorting to VDB conversion. Enjoy! Project Assets Download Project File
Advanced Setups 01 – Genetic Algorithms
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Advanced Setups 00 – Intro
It’s time for a new premium course – and Mo has been looking for a topic that’d allow him to bundle together a few of the more involved setups he built. So “Advanced Setups” it is. How original. In this course we’re gonna dive into […]
Create a Procedural Hatching Shader in Blender Cycles
Today Manu looks at another porcedural area of Blender, the shader editor. We build a procedural hatching shader that will come in handy for your next NPR project. You’ll learn about generating procedural lines and doing 3D shading yourself inside of the shader using the […]
PDG 101 – Pt.11: Comping in COPs
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Houdini: Baking Point Attributes To Textures
EDIT: For more point to texture attribute trickery have a look at the scene files. In our tutorial on dissolving geometry we hinted at baking point distances into a texture rather than using highly subdivided geometry to store attributes from a point cloud. While this […]
Building a Flowmap Shader in Blender using Flowmap Data from Houdini
Today for a game related topic: Flowmaps. These can be used to fake flowing liquids inside of a quickly executing shader. We’ll create a flowmap in Houdini using the SideFX Labs tools in this Tutorial and then move over to Blender to build an animated […]
PDG 101 – Pt.10: Online Data & APIs
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Axiom Solver: Dissolving Logo
In our tradition to being late to the party, we’re giving Matt Puchala’s Axiom solver a spin. It’s a lightweight and fast pyro solver for SideFX Houdini, enabling interactive workflows with smoke or fire simulations. In this video we’re gonna use it together with Houdini’s […]
Blender Geometry Nodes: Vertex Normals – Alien Orb
The development of Geometry Nodes inside of Blender does not slow down. Recently they added support for vertex normals on input meshes. Manu guides you through the stages required to build this space orb effect that relies on vertex normals. You’ll learn some procedural animation […]
Vellum 101 – pt. 32: Guest Tut – Vellum Sewing Pt. I
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Production Setup: Audioreactive Particles Using Vellum & POPs
You wanted to know how to set up something similar to Daniel Sierra’s “Oscillate” in Houdini. So in this tutorial we’ll walk you through the steps necessary to not only create an audioreactive Vellum simulation but also add secondary particles into that simulation and create […]
PDG 101 – Pt.9: HDAs & File Tags
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Dynamic Outlines with Blender Geometry Nodes and Eevee
Now that Blender features procedural workflows with its lates feature addition Geometry Nodes its time for us to have a look at the other side of the fence. This tutorial mini-series looks into GN from a Houdini users perspective and explores what’s already there and […]
Mograph Liquids: Controlling FLIP Fluids Via Curve Forces
Been going through a few of Jeff Wagner’s feature presentations from a the last few Houdini releases and stumbled upon a gem which I thought I’d base a setup on: Controlling FLIP fluids using a curve. Throw in a tiny bit of VDB/VEX magic and […]
Rendering 101 – pt. 31: Guest Tutorial – Additive Particle Shading
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PDG 101 – Pt.8: Command Line Programs & Texture Synthesis
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Guest Tutorial: Simon Fiedler – Controlling Swirly Particles
It finally happened – our dear friend Simon Fiedler agreed to record a guest tutorial for us. He decided to share one of his production tricks for controlling particles: Building a swirly vector field to advect particles. Although it looks organic and natural, it’s highly […]
Vellum 101 – pt. 31: Attaching Hairs To Softbodies
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Vellum 101 – pt. 30: Grain Infection
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PDG 101 – Pt.7: Product Lineup
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Morphing Point Portraits
You just want to distract yourself on twitter and you stumble upon this tweet by Daniel Piker. Naturally we had to give it a go in Houdini. And it turns out it can be done with surprisingly few nodes and without any sort of scripting… […]
Keycap Sculptures (Disco Ball Tiling)
When we received an E-Mail by Eduard, asking if we had any idea about disco ball packing, we were intrigued. Eduard pointed out that his (apparently very patient) wife manually tiled this sculpture and was wondering if there’s any way to automate it. He also […]
PDG 101 – Pt.6: Render Manager
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