This is the one that’s out of focus, as Mo doesn’t check focus and it shows. Chris Hoffmann is visiting and talks AI, art, generative design and everything else. Chris Hoffmann’s Website ComfyUI Wundt Curve Pixel Composer
All Posts tagged “Art”
Advanced Setups 24 – Controlling Stable Diffusion With Houdini Pt. 2: img2img
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Houdini Guest Tutorial (Simon Fiedler): Easy Energy Spirals
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.
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.
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
Render Houdini Particles with Blender CyclesX via Geometry Nodes
Transferring data between DCCs is a cumbersome but necessary task. Particles are not yet supported via nodes inside of Blender for example and usually come in from somewhere else. In this tutorial Manuel shows you how to create a surface flow particle effect inside of […]
Ribbon Knot pt.2: Art Directing Wrinkles
In our last free tutorial we tied a ribbon into a knot, but what if you want (or need) to work on details like wrinkles or want to reshape parts of the knot? In this tutorial Mo covers one technique to arrange the detailed shape […]
Geometry Nodes 3.0 – Plant Growth with Fields
Now that Blender 3.0 is in beta it is time for a little more advanced setup. In this tutorial Manuel will build a multi-layered growth effect. Fully procedural plants are scattered on a procedural terrain and controlled by an effector empty. They all grow individually […]
Geometry Nodes 3.0 – Cube Grid with Fields
The Geometry Nodes Team decided to redo the architecture of Geometry Nodes for the Blender 3.0 release. Fortunately we can have a look at the new way of working immediately by using the 3.0 Alpha. This tutorial creates a similar effect as my older Cube […]
No VEX Houdini: Dual Surfaces, my favourite setup
A new tutorial in the No VEX Houdini series. Here Manu explains one of his all time favourite setups: Dual Surfaces. By calculating the dual graph to the initial delaunay mesh, the triangle mesh that is, we end up with a very interesting voronoi-style surface […]
Advanced Setups 06 – Yarn Art Using Metropolis Hastings Sampling
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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 […]
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 […]
The Houdini Donut Tutorial!
EDIT: Simon Fiedler just informed me that in fact we’re not the first ones to do a Houdini Donut tut. Dang! Kudos to Konstantin Magnus! — Mo has recently started learning Blender. (Don’t worry – we won’t ditch Houdini. We just think Blender makes for […]
A Bit Of VEX : Caustics Generator pt. 2 – Extended Features
Building on our last setup, we’re covering rendering out your caustics using COPs, art directing their pattern and making your caustics tileable. Download Project File
Papers Please – Graph Bundling Pt. 2: Building The Setup
Watch pt. 2 here. In part two of our tutorial on Kernel Density Estimation Graph Bundlig we’re implementing the setup and adapt it to create smooth animations. EDIT: It’s been brought to our attention that there is another neat graph bundling technique based off of […]
Papers Please – Graph Bundling Pt. 1: Theory
Watch pt. 1 here. Let’s spread a bit of joy and dive into VEX and Houdini-SOPs again to implement a really neat technique from a french/dutch paper covering graph bundling. While graph bundling is usually found in network analysis or geovisualization, we’re gonna adapt the […]
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 […]
Quicktip: Instancing In Redshift (Bonus: Particle Advection)
Last week Germany was still under a massive heat wave. And an office doesn’t get colder by running smoke sims and rendering. That’s why I had to keep this one relatively short (let’s call it a speedrun): We’ll build a particle system advected by a […]
Isocontours: Importing & Exporting Vectors to/from Houdini
Niklas Rosenstein is with us again! And if Niklas is in the house, chances for some Python code are pretty high. This time we’ll import vectors from Illustrator into Houdini, create an isocontour-effect and export the result back to illustrator.
Low Poly Transform
Blending smoothly between a high-poly mesh and its low-poly representation is a subtle but useful effect. In this tutorial you’ll learn how to create two versions of the same object, one smooth and one facetted, with the exact same topology. This enables you to blend […]
Interference Patterns
While on season break we received quite a few questions. One of those mails pointed us to the amazing work of Loris Cecchini, a sculptor who created (among other stunning artworks) those wave pattern sculptures. At first it didn’t seem clear what’s going on there.
TD Essentials: Parallel Transport
Curve framing is important for a lot of things, like trajectories, creating geometry from curves or aligning copied geometry to curves. In this tutorial Manuel implements the parallel transport algorithm that transports an initial normal vector along a curve to create a smoothly varying frame. […]
Fakebroidery: Needlework in Houdini
There are very few things more hypnotic than watching an embroidery machine do its work. When watching my wife’s machine working on festive decoration, I thought about how I’d create something similar in Houdini. Turns out it isn’t too complicated once you’ve figured out how […]
PBD: Dynamic Weave
Today it’s about dynamically generating a piece of woven fabric. Manuel explains how to write a VEX wrangle in the DOP context to generate connecting yarns in every frame.
Creating A Procedural Snowflake
we have something special for the upcoming holiday season for you: Snowflakes! This was the very first paper I ever implemented in Houdini – what a feeling! I recorded it a while back in summer but then decided to wait until the right season. As […]
Patreon Special: Dual Sculptures
To view this content, you must be a member of Entagma’s Patreon at $29 or more
Procedural Modeling Of Water Droplets
If you want to make your product appear nice and fresh in your TV commercial, chances are that you’ll put water droplets on it. This effect is very popular in advertising. In todays installment of the Entagma tutorial stream, Manuel shows you how to procedurally […]
Procedural Modeling: Quilling
What popped up as some random images on my pinterest feed turned out to be a whole universe of an art form in itself: Quilling. The art and craft of rolling and shaping paper to form intricate mosaics depicting a wide variety of subjects.
Live Rendering of Heightfields in RS
Heightfields are a nice addition to Houdini 16 for environment work. They more or less replicate the functionality of programs like Worldmachine. In today’s tutorial Manuel shows you how to create a terrain from scratch in Houdini and how to render it directly in Redshift3D, […]
Easy Minimal Surfaces
This episode we managed to get away from our workstations and head outside to Munich’s beautiful olympic park. There we found some prime examples of the shapes soap films form when they evolve between metal wires.
Differential Mesh Growth
As some of you already found out, it is quite possible to set up differential growth not only on a line but also on a mesh. This tutorial goes into the details of doing exactly that while allowing for some degree of art-directability (is that […]
Differential Line Growth
This is a classic effect in Houdini. I stumbled upon it over at Odforce. As you will see from that thread there are many elaborate ways of achieving this kind of growing curve. However we’re gonna build a very simple version which yet offers a […]
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 […]
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 […]
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#).
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 […]