All posts tagged “Houdini

Exporting Alembics For Blender: A Few Hacks

EDIT: Thanks so much for the many comments & hints! Josh Rizzo on Twitter pointed out I’m missing a few import options when loading in the alembic. Here’s how to import animated attributes without a deforming/animated mesh:– Import Alembic– Check “Set Frame Range” and “Is Sequence” […]

Silly Pillow Pt. 2: Adding Detail & Tweaking Stitches

In part two of our silly pillow series, Mo adds detailed wrinkles by tweaking our Vellum sim’s constraint parameters. This makes our pillow look more like something out of a Franquin comic. Also you’ll be exposed to two lines of VEX script. You’ve been warned. […]

Silly Pillow Pt. 1: Setting Up Stitches In Vellum

Mo needed something relaxing after a longer stretch of math, algorithms and OpenCL. So we decided to build something quick, rewarding and fun: A weird inflatable structure in Vellum. Download Project File

Houdini On Mushrooms Pt. 1 – Softbody Shrooms

This is the start of a new mini-series on fundamental Houdini techniques. Demonstrated using mushrooms. Of course. We’re starting off by setting up a softbody simulation in Vellum and then using Houdini’s point deform node to transfer the low resolution simulation results onto high res […]

Guest Tutorial: Looping Flower Petals

We’re thrilled to have Houdini artist extraordinaire and educator Chris Kopic for a guest tutorial. Chris agreed to shed some light onto how he created this endless looping flower. Using vellum and a bit of houdini trickery. Download Project File

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 […]

Quicktip: Fluid Splashes Using FLIP

After we went over shading, lighting and rendering refractive materials in our latest video in Rendering 101, you wanted to know how the liquid splash we used had been created. Look no further – in this tutorial Mo walks you through all the necessary settings […]

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 […]

Houdini In Five Minutes 20: That’s All Folks!

That’s it for the first sprint of “Houdini in five minutes”. We’ll probably publish additional five minute tutorials in the future but for now it’s back to our default schedule: Bi-Weekly Free tut and premium courses on Patreon. Free Resources (Apart from Entagma): Matt Estela’s […]

Houdini In Five Minutes 15: Packed Primitives (Theory)

Let’s dive into our last bunch of videos in this first sprint of “Houdini in five minutes” with a seemingly dry topics: Packed Primitives / Instances. Although slightly technical, it’s a powerful concept that enables Houdini to work on massive scenes.

Houdini In Five Minutes 14: Rendering Grains In Redshift

After we’re done setting up our simulation, let’s render it! This time using Redshift, one of our favorite engines when it comes to working and rendering in Houdini. Yes it doesn’t come with Houdini. Yes it’s a third party addon. Yes it costs money. However […]

Houdini In Five Minutes 13: Setting Up Grains

With version 17, Houdini introduced a new simulation framework called vellum. It is based on position based dynamics and thus offers a relatively fast way to simulate a multitude of effects. In our case we’re gonna use it to set up a bunch of grains […]

Houdini In Five Minutes 12: Setting Up Particles

Houdini isn’t just a great tool for procedural geometry creation – it’s also the single most powerful particle system we’ve seen to this day. Plus: The particles are deeply integrated into Houdini’s functionality, so you can combine them with virtually any tool Houdini has to […]

Houdini In Five Minutes 11: The Foreach Loop

Ever wanted to take your meshes apart and work on their individual polygons? No? Doesn’t matter – here’s the foreach loop which allows you to do exactly that! Download Project File

Houdini In Five Minutes 04: Rendering It

What is geometry worth if we can’t generate an image out of it? Let’s do this by setting up Mantra, Houdini’s built in render engine. Download Project File

Obstacle Avoidance: Flow Fields

A quick and easy method for guiding particles / agents / things around obstacles, using Attribute Blur and Measurement SOPs. Download Project File

New In Houdini 18

Houdini 18 has been released! While Manu is still busy wrapping his head around Solaris (tutorials covering his efforts are coming…), I had the absolute pleasure to comb through H18’s new features list and compile my list of neat new nodes I found. I grouped […]

Physarum Slime Mold

While Manu and I have been on season break, my twitter stream washed up these mesmerizing, beautiful videos. Turns out they are created by Sage Jenson, a genius digital artists. But not only do they create these fantastic pieces of art, they also go to […]

Season Finale: Procedural Subdivision Curves

Data Viz – ever tried creating a bunch of smoothly connecting lines manually? Me neither, that just seems too involved. Enter Houdini. But how do you create control vertices for those subdivision curves? In this tutorial we’ll roll our own little algorithm for creating control […]

Analytical Foam

As position based simulation techniques are very fast theses days, it is possible to use them to confrom intersecting spheres to each other, to model foam. Nevertheless there are other possibilities, too.

Quick Wind Tunnel

Usually you’d find pyro setups behind all kinds of explosions, fires and sometimes fireworks, but how about something more calm? Something like a wind tunnel used to evaluate the aerodynamic properties of cars, trains and planes? (Please do not use this setup to evaluate any […]

Polyfolding – Part 1

This is the first part of a two part tutorial. Part two will be available soon. Polyfolding is an interesting effect where you split up an object to individual bands and make them curl up. It can be used to disintegrate an object or make […]

Production Setup Walkthrough: Color Dust Explosion

Happy holidays everyone! After my planned snow globe tutorial turned more into a disgusting alien egg thingy, I decided to instead dig out a production setup I did a while ago, doing the (very) popular dustsplosion.

VOPs Quicktip: Shaping Displacement Using Modulo & Noise

My grudge with social media is that it is virtually impossible to find posts after a few weeks. I saw this effect on twitter in some real time engine. Unity or Unreal. I’d love to give credit to whoever cooked it up, but I’m unable […]

Nerd Rant: DOPs

Recorded back in October when Mo was cranky due to reasons, Manu decided to discuss his (then) favorite topic when it comes to Houdini: DOPs. Turns out it is not so much Mo’s favorite topic. Watch this nerd rant to see us being cranky and […]

Houdini 17 Quicktip: Setting Up Colored Smoke

Smoke and mirrors! Well Smoke mainly in this quicktip. We’ll look at a few of Houdini 17’s new pyro features – namely the new sourcing workflow and the ability to (easily) color your smoke simulation using a mesh’s colors.

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 […]

Houdini Game Tools: Assembling a 3D Scan Of The Earth

Although they are technically called “Game Tools” there are quite a few cases in which you might want to use these assets built by the talented folks at SideFX. For example when you’re gonna do geodata visualisation.

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 […]