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All Posts tagged “Premium Content”
Vellum 101 – pt. 13: Connecting Wires
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Vellum 101 – pt. 12: Inflating Ballons Into A Shape
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Vellum 101 – pt. 11: Soft Constraining Grains & Soft Bodies
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Vellum 101 – pt. 10: Twisted Wires
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Vellum 101 – pt. 9: Pills (Rigid Bodies & Grains)
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Vellum 101 – pt. 8: Swirly Cloth (Vellum + POP Attract)
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Vellum 101 – pt. 7: Shrinkwrapping
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Vellum 101 – pt. 6: Manually Creating Vellum Constraints
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Vellum 101 – pt. 5: Avoiding Jittery Simulations
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Vellum 101 – pt. 4: Vellum In DOPs
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Vellum 101 – pt. 3: What About Grains?
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Vellum 101 – pt. 2: Dynamic Constraints In Vellum’s SOP Solver
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Grains & Vellum 101 – pt. 1: The Different Constraint Types
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Grains & Vellum 101 – pt. 0: Animating Vellum Constraints
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Particles Part 08 – Sticking Particles To Animation And Basic Mantra Rendering
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Particles Part 07 – On POP Streams And How DOPs Work
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Particels Part 06 – The Curve Force Twister
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Particles Part 05 / 02 – Plant Growth With POPReplicate
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Particles Part 05 / 01 – Plant Growth With POPReplicate
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Particles Part 04 – Tubular Flow With Vector Fields
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Particles Part 03 – The Principle Of Particle Simulation
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Particles Part 02 – Conform To Surface
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Particles Part 01 Addendum – Shading in RS
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Particles Part 01 – Paint Removal
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AHTYA11 – Intro To DOPs: The SOP Solver
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AHTYA10 – Pathtracing and Adaptive Sampling in Redshift 3D
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AHTYA09 – Shading in Redshift 3D
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AHTYA08 – Introduction To Redshift3D
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AHTYA07 – Finishing The Title Graphics Model
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AHTYA06 – Procedural Modeling: AHTYA Title Graphics
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AHTYA05 – Working With Clones Part 2
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AHTYA04 – Working With Clones Part 1
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AHTYA03 – Noisy VOPs
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AHTYA02 – About Geometry And Attributes
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AHTYA01 – Intro To The UI And Basic Concepts
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Adding Houdini To Your Arsenal
Dear Patrons, “Adding Houdini To Your Arsenal” is our next premium course. It addresses 3D artists that are proficient with another 3D tool and want to learn to use Houdini in companion to their main tool or exclusively. The course requires good general 3D knowledge, […]
VEX101 – pt. 23: Implementing A Paper: Hidden Point Removal
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VEX101 – pt. 22: Quicktip: How About A Material Wrangle
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VEX101 – pt. 21: Where’s The Pixel Wrangle?!
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VEX101 – pt. 20: Packed Primitives & Primitive Intrinsics
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VEX101 – pt. 19: Why Quaternions?
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VEX101 – pt.18: Transformation Matrix Intuition
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VEX101 – pt. 17: Intersecting Lines
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VEX101 – pt. 16: Pixel Sorting
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VEX101 – pt. 15: A (Not So) Quick Recap & Fake Hanging Wires
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VEX101 – pt. 14: Starting A Function Library
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VEX101 – pt. 13: Custom Functions
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