Houdini21 dropped! Chris dropped everything immediately as well to record “New in Houdini” for your viewing pleasure! In this video he will go over the new workflows with MPM and how he achieved a way too work with MPM without being to demanding on your […]
All Posts tagged “Houdini”
New in Houdini 21: PBR Texturing in Copernicus (updated workflow)
Houdini21 dropped! Chris dropped everything immediately as well to record “New in Houdini” for your viewing pleasure! In this video he creates the so called “Detroid Agate” which is not actually a rock, but paint scraps created by car paint. COPs is perfect for this […]
New in Houdini 21: Gaussian Splatting (with Vellum)
Houdini21 dropped! Chris dropped everything immediately as well to record “New in Houdini” for your viewing pleasure! In this video we will take a look at Gaussian Splatting and create a simple, yet cool looking vellum sim. Stephan Helbing’s Talk Download Project File
Guest Tutorial: Slitscanning
Stephan Helbing created these cool visuals for XK Studio and presented them at OFFF 2024. Now we have the honor of hosting him for his first Entagma-Tutorial! He will explain the slit scan effect and guide you through his setup. We hope you enjoy this […]
Guest Tutorial: video driven knitting
Daria Anise guides you through her setup for this stop motion animation knitted scarf. Get inspired and create some creative train rides! Daria Anise’s Instagram the Video footage Daria used Knitting in 3D – Building a UV deformer the knitted Geo Download Project file
Guest Tutorial: (Ab)using subsurface to simulate watercolour
We have a another guest teacher this week. Ollie Boyle created this watercolour effect through hacking the subsurface scattering in Redshift. He will walk you through his vellum setup and teach you about his unconventional approach! Ollie Boyle’s Instagram Download Project File
Guest Tutorial: Adding Bubbles to your FLIP Simulation
Another Monday, another Free Tutorial! Tom Taylor will show you how to add bubbles to your FLIP simulation. He goes over different examples of FLIP simulations in which it can be more tricky to add bubbles, like reseeding or constant emission. There are just some […]
UE Blueprints201 – Ep.06: Fixing shadow artifacts
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Endless Blossom – Texturing and Shading a Flower procedually in COPs and Karma
Chris is not finished with his endless blossom yet! In this tutorial he will guide you through his texturing process in Copernicus to create fully procedural petal textures. He then uses those textures for shading in Karma and will give you some neat tips and […]
Endless Blossom H20.5 Remake
Chris revisited his very first Tutorial here on Entagma! He will show you a much easier way of achieving this animation in Houdini 20.5. He uses some features of Houdini 20 in a very neat way to create a petal rig and shows you how […]
Dividing Cell Grid – Houdini Version
In the first episodes of our Blueprints201 course over on our Patreon, we quickly showed a Houdini version of the Cellgrid project we built in this course. Today this Houdini Setup finally gets it’s own tutorial. Download Project File
UE5 Blueprints 201 – Ep.03: Creating a 3D mouse cursor
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APEX – Ep. 03: APEX Script
It is finally time for Apex Script! In this episode Magnus will dive into the world of APEX script with you. As he said himself, what he covers in this video is only the “tip of the iceberg”, since there are so many more possibilities […]
APEX – Ep. 02: Rigging a Character
Magnus Møller is back with Episode 2 of this APEX-Introduction Course! He will show you the AutoRig Component of APEX and explain the differences between the KineFX SOPs workflow and the APEX workflow! We hope you enjoy this episode and if you want to see […]
Nerd Rant Special 2: Barcelona Supercomputing Center – Guillermo Marin
Moritz visited the BSC – the Barcelona Supercomputing Center last August and had the pleasure of meeting the Designers and Scientists that work there. This is the second Part of this Interview series. His second Interviewpartner is Guillermo Marin, Designer of Data Visualization at the […]
UE5 Blueprints 201 – Ep.01: Cellgrid Part 1
We built our base setup, now it’s time to tackle our first actual project, which will be the dividing grid of geometric cells, you already saw teased in the first episode. We’ll also learn how to structure a project in Unreal compared to Houdini or […]
Free Course: Introduction into APEX – Ep.01
We are very excited to have Magnus Møller – Co-founder of Tumblehead Animation – as your teacher for this APEX beginner course. In this 3-part series, Magnus will introduce you into the world of Character Animation with Houdini! You will learn how and why to […]
Advanced Setups: Using Local LLMs Inside Houdini
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Guest Tutorial: Folding Paper in Vellum
You wished for more Moritz, we bring you more – Moritz-es. In this Tutorial Moritz Rudek is showing you a very simple way to create this paperfolding effect in Vellum! We hope you can tweak this animation and use it for many different scenarios. Download […]
Nerd Rant Special: Barcelona Supercomputing Center – Fernando Cucchietti
Moritz visited the BSC – the Barcelona Supercomputing Center last August and had the pleasure of meeting the Designers and Scientists that work there. His first interviewpartner is Fernando Cucchietti – the Head of Data Analytics and Visualization. Fernando explains how he ended up in […]
Advanced Setups 30 – PCA Magic 2: Dejitter animations
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Simulating the NileRed Logo with Copernicus and OpenCL
Today we’re covering two topics in Copernicus, that are long overdue: Cellular Automata and OpenCL. CAs because they’re a classic Entagma topic and now we actually have a way in Houdini to actually build and display them directly, without the use of 2D volumes or […]
Advanced Setups 30 – PCA Magic 1: Aligning Objects
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ML101 – pt. 13: Generating Poses With Vellum And PDG
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Painterly Renders with Houdini Curves and Blender Grease Pencil
Welcome to this years first Blendini Tutorial…? Well, Blender has gotten really good at rendering brushstrokes with it’s Grease Pencil system – and Chris wants to have that functionality for his Houdini setups as well! So in this video, we’re first going to build or […]
ML101 – pt. 12: Addendum A: Stacking Additional Models
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ML101 – pt. 11: Building the Inference Setup
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ML101 – pt. 10: Reducing our Data – Encoding, Exporting and Training our Data-Set
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Space Filling Cable Generator
Chris recently stumbled on an old interview from SideFX with Guerilla Games, the makers of Horizon: Zero Dawn. And in that interview Vladimir Lopatim shared a really neat setup of a space filling cable generator. Now, seven years later, there are a ton of new […]
ML101 – pt. 09: Reducing our Data – the PCA Node
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Guest Tutorial: Truchet Tiles by Simon Fiedler
We‘re very happy to have Houdini magician Simon Fiedler back on the show! Simon will show you how to build and arrange truchet tiles in Houdini! An idea he, oddly enough, got from viral soccer ball making videos! Download Project File
ML101 – pt. 08: Pose Prep 01 – Extracting Differences
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Throwing A Snowball With MPM
We haven’t forgotten about the other big addition to Houdini with 20.5: The MPM solver! So to get into the holiday spirits, let’ s simulate a snowball. In this video, we’re covering the full process from simulation, to postprocessing and finally to rendering. Download Project […]
ML101 – pt. 07: Section Overview and Pose Generation
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Jam2Go Datamoshing in Copernicus
We’ve also seen the amazing video about Datamoshing in Unreal Engine by Jam2Go and couldn’t help but wondering: Can pull this off in Houdini as well? And with a bit of Karma-, SOPs-, and Copernicus-Magic, this is actually quite easy and fun to pull off! […]
Easy Houdini: Clay 3D Printing With Vellum
Let’s take a quick break from Copernicus and build a good, old fashioned, simple SOPs setup. And also recreate a look from additive manufacturing, that we like quite a lot here: 3d printing with clay instead of thermoplastics – which is mostly like regular 3d […]
ML101 – pt. 06: Finishing our Neural Net
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ML101 – pt. 05: Adding Tensorboard
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Free Tutorial: Triplanar Mapping pt. 2 – Normal Maps
In the second Part of this Tutorial, we will tackle Normal Maps. We will talk about coordinate systems and why they affect Normal maps and how to create a system that works even with changing objects. Watch part 1 here: Triplanar Mapping in COPs pt. […]
ML101 – pt. 04: From Python back to Houdini
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Free Tutorial: Triplanar Mapping in COPs – pt. 1
This was asked for in the comments a lot, so Chris made this two-part Tutorial on Triplanar texture Mapping in Copernicus! In this first Video Chris will go into Detail on how to set up a neat triplanar mapping Setup and will guide you through […]
ML101 – pt. 03: Transferring training data from Houdini to Python
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ML101 – pt. 01: DIY Neural Net & Regression Basics
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ML101 – pt. 00: Introduction
This course is about making Machine Learning the next tool in your Houdini toolbox. Just like some problems are best solved with vector maths or Vex or Python, some problems get way easier with ML and we want to be able to spot these problems […]
Building a Particle Brush for Copernicus
One of those really fun party trick brushes of Substance Painter is the particle brush, with which we can, well, paint particles onto an object, which in turn will run down it’s surface, leaving some nice streaks behind. Houdini has had particles for ages and […]
Building a PBR layering asset in Copernicus
In the last video, we showed you our take on a Substance like pbr layering workflow in Copernicus. And in that video we used a custom Digital Asset that allowed us to quickly load in all textures of a pbr material, do some basic tweaks […]
Building a Substance like texturing workflow in Copernicus
We’re back! And Houdini now has Copernicus, a complete rebuild of the image workspace with a focus on texturing! So, let’s see if we can build a texturing workflow where we can bring in multiple pbr texture sets and layer them onto an object with […]
Rolling Shutter – Bending Time With Attribs
Today we want to take an artifact from digital cameras, something that we usually try to avoid, and turn it up to eleven! Make it an effect on it’s own! And that artifact is rolling shutter. To achieve this, we’ll need to bend time using […]