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 […]
All posts tagged “math”
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. […]