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All Posts tagged “Generative”
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 […]
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, […]
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 […]
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. […]
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 […]
Creating Procedural Welding Seams In Houdini
Been watching This Old Tony, Wintergatan and Stuff Made Here a lot in quarantine. And while the idea of having your own home shop and being able to weld is quite romantic, our reality is that neither do we posses the space nor the skills […]
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 […]
Procedurally Modeling A Raspberry
Mo has recently started learning Blender. (Don’t worry – we won’t ditch Houdini. We just think Blender makes for a nice addition to our toolkit.) And while watching a certain popular donut tutorial, it became painfully obvious that sometimes procedural modeling is king. As is […]
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 […]
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.
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. […]
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.
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 […]
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, […]
VEX in Houdini: Diffusion Limited Aggregation (Plus Rendering in Mantra & Redshift)
When we saw Andy Lomas’ “Aggregation” series a few years back we were struck. How could you generate those intricate particle sculptures? The series’ title hinted at one possible solution: Diffusion limited aggregation or DLA. In this tutorial we’ll build a basic DLA setup using […]
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.
Quick VDB Clouds
After being asked how to create clouds for rendering in Octane (or any other Engine that supports VDBs) we dove into that topic a bit and the quickest way we found was to use the cloud tools that Houdini provides.
Special Guest Tutorial: Shortest Path Growth
Say hi to our very good friend Ben Watts of BW Design. We’re thrilled to have him on Entagma for a guest tutorial showing his newest technique for vein growth in Houdini without any VEX.
Colored Trails (Point Advection & Rendering)
One of the great things about the Houdini community is that we’re always confronted with clever questions and with clever answers too. “How do I color strands using an image’s color palette?” was the comment on Vimeo that led to this setup. Yet when talking […]
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 […]
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 […]