Particle Life is a new(ish), super popular autonomous agent system that is able to produce very organic, microorganism-like patterns with particles. So of course we had to build our own version in Houdini, right? In this video we’ll cover the basic ideas of Particle Life […]
All Posts tagged “Algorithm”
Guest Tutorial: Dart Throwing
We’re thrilled to have Andreas Catucci as a guest! Somehow aside from creating amazing work, he managed to record a video on a technique very dear to our hearts: Dart throwing. Sounds like simulating aerodynamics? Not quite. It’s a method to densely pack a surface […]
Geometry Nodes Ep22 – Coloring the Yarn Sculpture
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Geometry Nodes Ep21 – Creating the Second Layer: The Yarn Sculpture
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Geometry Nodes Ep20 – Implementing a Linear Falloff
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Geometry Nodes Simulation: Relax Points
Often you’ll need point distributions with non-overlapping points. Be it that you want to pack scales onto the surface of a fish or distribute vegetation on your procedural terrain. Although the “distribute points on faces” node comes with a poisson disc mode to remove overlapping […]
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 […]
Geometry Nodes Ep19 – Cleaning Up and Creating Reusable Node Groups
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Geometry Nodes Ep18 – Creating Instances and Manipulating them
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Geometry Nodes Ep17 – Finishing the Falloff and Node Groups
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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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Geometry Nodes Ep14 – Create the Procedural Low Poly Rocks Shader
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Geometry Nodes Ep13 – Create the Procedural Low Poly Rocks Geometry
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Geometry Nodes Ep12 – Displace and Shade a Torus by Noise
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Geometry Nodes Ep11 – Create Noise Driven Displacement
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Geometry Nodes Ep10 – Fields
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Geometry Nodes Ep09 – Visualize Vector Addition
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Geometry Nodes Ep08 – Make the Visualizer into a reusable Node Group
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Geometry Nodes Ep07 – Refine the Vector Visualizer
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Geometry Nodes Ep06 – Creating a Vector Visualizer
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Geometry Nodes Ep05 – What are Vectors
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Geometry Nodes Ep04 – Node Properties
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Geometry Nodes Ep03 – Working with Attributes
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Geometry Nodes Ep02 – Working with Geometry
Now it’s time to get our hands dirty with Geometry Nodes. Let’s create our first procedural setup, that turns a triangulated model into an alien mesh structure. In this lesson you’ll learn how to use Geometry nodes to modify existing geometry and how to branch […]
Geometry Nodes Ep01 – Intro to Geometry Nodes
In this episode we’ll look into how geometry is stored inside of Blender, how polygons define the connectivity of vertices and how Geometry Nodes is just another modifier, but one that can be customized without limits. To follow the lessons you’ll need at least Blender […]
Geometry Nodes Ep00 – Overview
Blender rencently added a brand new procedural system to its feature set: Geometry Nodes. While being quite powerful it’s not necessarily easily accessible, especially if you are new to procedural workflows. So we decided to cover this system in depth with a new patreon course. […]
KineFX 101 – Pt.11: Enhancing Growth-Sims With KineFX
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Advanced Setups 01 – Genetic Algorithms
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Essential TD Skills: Designing & Implementing Algorithms
A popular misconception we often encounter when answering questions, is the notion that in order to simulate an effect A that looks somewhat similar to another algorithm we built to simulate effect B, all you need to do is tweak a few parameters. While true […]
Artistic Quadtrees
You might not be aware of the fact that you most likely have been using the algorithm we’re discussing here – at least if you’ve ever worked in 3D. Quadtrees (and their relatives, KD-Trees and Octrees) are used to accelerate point queries (ever used pcfind() […]
Naive Path Finding
This one is a rather brute force approach for a problem we had to solve on a recent job: Finding a path through a bunch of obstacles. Admittedly what we implement here isn’t a very sophisticated algorithm, but its power lies in its simplicity: It […]