Please welcome our friend Bastian Schiffer who generously agreed not only to do a guest tutorial, but a full seven part course! In this begintermediate course, he is going to take you through the steps necessary to build a solver allowing you to easily upgrade […]
All Posts tagged “Houdini”
KineFX 101 – pt. 28: Building a Curve Controller for KineFX
To view this content, you must be a member of Entagma’s Patreon at $29 or more
WebUI + Houdini Tutorial: Generating And Using AI Depth Maps
Mo goes over how to generate a depth map from a single image and use it in Houdini’s Karma XPU to render a relief like geometry. Download Project Files: https://www.entagma.com/downloads/AI_Houdini_depthmap.zip
Quick Tip: Setting Up A Default Scene In Houdini
Mo is back from berlin where he spent a few days with Colors And The Kids One of the questions tackled there was how to set up a scene file that’d automatically load when Houdini started up. Turns out Houdini looks for a few script […]
KarmaXPU Quickstart Pt. 2 – Custom Attributes, Subsurface Scattering
Continuing with our KarmaXPU quickstart, this video covers reading custom attributes into a MaterialX shader and using it to drive the look of our material’s subsurface scattering. Download Project File
KarmaXPU Quickstart Pt. 1 – Basic Lighting, Shading & Rendering
In this tutorial we’ll shade, light and render the geometry we created in our previous tutorial, inspired by Alex Valentina’s Work for Form Mag. We’ll be setting up a simple scene graph in solaris, import and light our geometry using an HDRI and then spend […]
KarmaXPU Quickstart Pt. 0 – Creating Our Test Geometry
It’s finally time we talk about Karma again. Nope not your spiritual system, but Houdini 19.5’s built in new’ish rendering engine. It’s been making quite fast progress since the time it’s been released a few versions back, so in our opinion with KarmaXPU being in […]
New In Houdini 19.5 Pt 4: SOP FLIP Fluids
One of the major milestones in Houdini 19.5 is the SOPification of FLIP fluids – allowing for a much more streamlined setup of fluid simulations. In this video Mo goes over the basics of the new workflow, including custom viscosity and density for our liquid. […]
New In Houdini 19.5 Pt 3: Shallow Water Solver (Plus KarmaXPU)
Mo is going to SIGGRAPH – and he’s running late. So this text admittedly is very brief. In this video we’re gonna (ab)use Houdini’s new shallow water solver to create this abstract streamline animation. Download Project File
New In Houdini 19.5 Pt 2: Karma XPU Beta (MaterialX, Solaris)
Mo visited the Art Gallery of Ontario and got inspired. In This video he’s using Solaris, Karma XPU and MaterialX to shade and render the sculpture created in this tutorial. Download Project File
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
Creating An Abstract Wire Sculpture
One of those classic setups again! This time we’re combining custom point advection with a few nifty techniques in Houdini to analyze how our base geometry is shaped and where its edges are. Also we’ll talk briefly about a basic rendering setup in Octane. Napoleon […]
Nerd Rant 2.0 – Ep.17: Using Python Libraries In Houdini
Before leaving for easter holidays, Manu & Mo discuss the usefulness and pain involved in using Python libraries in Houdini’s SOP context to easily access higher level functionality like arcane file export or intricate math.
Python in Houdini: Controlling An Embroidery Machine (DST Export)
In what might be our most useless Houdini tutorial to date, Mo covers exporting Houdini geometry for use in an embroidery machine. Yep that’s right. You’re welcome. Setting up Python for Houdini: https://youtu.be/aUdC8p17QEc Virtual Embroidery in Houdini: https://youtu.be/RgLcREpwaU4 Info on the .dst file format: https://edutechwiki.unige.ch/en/Embro… […]
Nerd Rant 2.0 – Ep.15: Learning Houdini With Vincent Schwenk pt. 3 – Grains
Part three of our special Nerd Rant with Vincent Schwenk is here! This time we focus on recreating a setup Mo once created for a project into which Vinz hired him. Vincent Schwenk is an incredibly talented Designer / Art Director based in Hamburg, Germany. […]
Abstract Particle Animation Using Houdini, Vellum & Octane Render
Inspired by Maxim Zhestkov’s great artwork, we set up a simple Vellum grain sim and render the results using Octane render. Download Scene File (.zip)
Vellum 101 – pt. 40: Melting Things Using Vellum Fluid
To view this content, you must be a member of Entagma’s Patreon at $29 or more
Nerd Rant 2.0 – Ep.13: Learning Houdini With Vincent Schwenk
This is a special nerd rant – just an excuse to upload well over an hour of Vinz and Mo struggling with understanding / teaching Houdini to an absolute beginner. So if you’re thinking of learning Houdini, this call where Mo introduces Vinz to the […]
Houdini Tutorial: Melting Things using FLIP
Learn how to turn any object into molten lava by adapting one of Houdini’s presets to liquify any geometry. Ben Watt’s tutorial that triggered Mo to look into this. While we’re not talking about shading & rendering in here, we provide a scene file that’s […]
Simulating A Rubber Band Ball In Vellum
Again Patrick triggered this one by asking if we could have a look at a setup he’s been working on. And boy did we like what we saw. Mo decided to simplify it a bit and slow it down so it could be used to […]
KineFX 101 – Pt.5: The Rig Attrib VOP
To view this content, you must be a member of Entagma’s Patreon at $29 or more
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 […]
Smearing Paint using FLIP
We’ve been asked by Patrick how to pull off something like these beautiful paint smears in Houdini, so we got to work. Using basic FLIP techniques will get us quite far, we just have to find the right settings. (Haha. “just” finding the settings…) In […]
Quicktip: New Grouping Behaviour In H19
By a comment on one of our videos on YouTube we stumbled upon a strange behaviour in H19 which took us a few minutes to figure out. Turns out grouping expressions are evaluated slightly differently in Houdini 19. A single short forum post got us […]
Nerd Rant 2.0 – Ep.6: Houdini 19
Mo is back from holidays, Manu’s winter semester started and both guys are freezing through the German autumn. Yet a ray of hope shines on them in the form of SideFX’s new Houdini 19 release.
Test Driving Houdini 19: Creating Wrinkles & Rendering Them In Karma XPU
It’s Halloween(ish). – so Mo decided he’d create something creepy. And this is as creepy as his mind gets. No judging. In this tutorial we’ll cover the creation off stress maps to drive the procedural generation of wrinkles using Houdini’s Karma XPU and MaterialX displacement. […]
Test Driving Houdini 19: Pouring Quicksand/Paint Using Vellum Fuids
Houdini 19 has been released and Mo is taking it for a test drive. As far as you can drive any software. (I mean a car’s firmware you’d definitely drive…) In this video, Mo demonstrates the new Vellum fluids by using them to create a […]
Test Driving Houdini 19: Injecting Packed Primitives
Houdini 19 has been released and Mo is taking it for a test drive. As far as you can drive any software. (I mean a car’s firmware you’d definitely drive…) In this video, Mo modifies the abstracted sculpture we built in part one by using […]
Test Driving Houdini 19: Karma XPU, MaterialX And A Hidden Gem
Houdini 19 has been released and Mo is taking it for a test drive. As far as you can drive any software. (I mean a car’s firmware you’d definitely drive…) In this video, Mo builds an abstracted sculpture out of minimal surfaces by using H19’s […]
Nerd Rant 2.0 – Ep.5: THE BESTEST 3D App
In part two of their highly scientific and grown up debate about 3D DCCs, Manu and Mo go knee deep in apps to find out what’s THE BEST 3D APP (!!!) on the market.
No VEX Houdini: Organic Modelling Using Winding Numbers
Continuing our “No VEX Houdini” tutorials, Mo covers implementing a very clever technique to model organic surfaces using a mesh’s winding number, as presented in this thread on Twitter by Daniel Piker. In this quick (sub 10 min) tutorial, Mo will use one of Houdini’s […]
Advanced Setups 07 – Reading XML Files & GPS Tracks
To view this content, you must be a member of Entagma’s Patreon at $29 or more
No VEX Houdini: My First(ish) Setup: Abstract Sails
Continuing our “No VEX Houdini” tutorials, Mo presents one of the first setups he built when he started using Houdini. He also rambles a bit about what Manu and Mo actually mean when they talk about using VFX tools for abstract design. In this quick […]
PDG 101 – Pt.17: Sloppy Machine Learning
To view this content, you must be a member of Entagma’s Patreon at $29 or more
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
To view this content, you must be a member of Entagma’s Patreon at $29 or more
Advanced Setups 04 – Field Guided Reaction Diffusion
To view this content, you must be a member of Entagma’s Patreon at $29 or more
PDG 101 – Pt.15: Batch Processing II: Manual Edits
To view this content, you must be a member of Entagma’s Patreon at $29 or more
PDG 101 – Pt.14: The Python Processor
To view this content, you must be a member of Entagma’s Patreon at $29 or more
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
To view this content, you must be a member of Entagma’s Patreon at $29 or more
PDG 101 – Pt.12: Faux 3d printing
To view this content, you must be a member of Entagma’s Patreon at $29 or more
PDG 101 – Pt.11: Comping in COPs
To view this content, you must be a member of Entagma’s Patreon at $29 or more
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
To view this content, you must be a member of Entagma’s Patreon at $29 or more
PDG 101 – Pt.9: HDAs & File Tags
To view this content, you must be a member of Entagma’s Patreon at $29 or more
PDG 101 – Pt.7: Product Lineup
To view this content, you must be a member of Entagma’s Patreon at $29 or more