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## All Posts tagged “math”

## 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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## Better Texture Tiling

Even if you have a perfect tilable texture with seamless borders you often run into problems when tiling the same texture often to cover large areas. If your texture happens to be irregular you might want to give this tiling trick a try to make […]

## 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. […]

## Advanced Setups 12 – DIY Poisson Solver: Jacobi Red Black & OpenCL

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## Advanced Setups 11 – DIY Laplace & Poisson Solvers: Jacobi, Gauss-Seidel & SOR

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## Advanced Setups 08 – From Paper to VEX: Electrostatic Halftoning

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## Nerd Rant 2.0 – Ep.3: Understanding Scientific Papers

We still have laggy video and Manu is overexposed but we share our favorite tips, tricks and resources for getting a grip on scientific papers.

## Create a Reveal Effect in Blender Geometry Nodes using Linear Falloff

Although Geometry Nodes does not support simulation yet, we can still use it to create effects that look like particles. In this tutorial you’ll learn how to implement a linear falloff using the dot product to control a lot of instances procedurally, We’ll then use […]

## Blender Geometry Nodes: Vertex Normals – Alien Orb

The development of Geometry Nodes inside of Blender does not slow down. Recently they added support for vertex normals on input meshes. Manu guides you through the stages required to build this space orb effect that relies on vertex normals. You’ll learn some procedural animation […]

## Dynamic Outlines with Blender Geometry Nodes and Eevee

Now that Blender features procedural workflows with its lates feature addition Geometry Nodes its time for us to have a look at the other side of the fence. This tutorial mini-series looks into GN from a Houdini users perspective and explores what’s already there and […]

## Guest Tutorial: Simon Fiedler – Controlling Swirly Particles

It finally happened – our dear friend Simon Fiedler agreed to record a guest tutorial for us. He decided to share one of his production tricks for controlling particles: Building a swirly vector field to advect particles. Although it looks organic and natural, it’s highly […]

## Houdini On Mushrooms Pt.2: Point Deform In-Depth: The LinAlg Monster

Be careful what you whish for! 🙂 In this video we’ll be diving into the depths of Houdini’s point deform node. What superficially looks like a trivial task turns out to be a bit more involved than Mo initially hoped for. Brace yourself for some […]

## Polyfolding – Part 2

This is the second part of a two part tutorial. Part one

## 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 […]

## 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 […]

## 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. […]