Crystals are tedious to create by hand, especially if you want to create lots of them. In this tutorial Manuel looks into how to create a procedural crystal generator from start to finish using Blender 4.3 Geometry Nodes. We‘ll create detailed geometry with internal crystal […]
All Posts tagged “Procedural”
Advanced Setups 30 – PCA Magic 2: Dejitter animations
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Simulating the NileRed Logo with Copernicus and OpenCL
Today we’re covering two topics in Copernicus, that are long overdue: Cellular Automata and OpenCL. CAs because they’re a classic Entagma topic and now we actually have a way in Houdini to actually build and display them directly, without the use of 2D volumes or […]
Advanced Setups 30 – PCA Magic 1: Aligning Objects
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ML101 – pt. 13: Generating Poses With Vellum And PDG
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Painterly Renders with Houdini Curves and Blender Grease Pencil
Welcome to this years first Blendini Tutorial…? Well, Blender has gotten really good at rendering brushstrokes with it’s Grease Pencil system – and Chris wants to have that functionality for his Houdini setups as well! So in this video, we’re first going to build or […]
ML101 – pt. 12: Addendum A: Stacking Additional Models
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ML101 – pt. 10: Reducing our Data – Encoding, Exporting and Training our Data-Set
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Space Filling Cable Generator
Chris recently stumbled on an old interview from SideFX with Guerilla Games, the makers of Horizon: Zero Dawn. And in that interview Vladimir Lopatim shared a really neat setup of a space filling cable generator. Now, seven years later, there are a ton of new […]
Guest Tutorial: Truchet Tiles by Simon Fiedler
We‘re very happy to have Houdini magician Simon Fiedler back on the show! Simon will show you how to build and arrange truchet tiles in Houdini! An idea he, oddly enough, got from viral soccer ball making videos! Download Project File
ML101 – pt. 08: Pose Prep 01 – Extracting Differences
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Jam2Go Datamoshing in Copernicus
We’ve also seen the amazing video about Datamoshing in Unreal Engine by Jam2Go and couldn’t help but wondering: Can pull this off in Houdini as well? And with a bit of Karma-, SOPs-, and Copernicus-Magic, this is actually quite easy and fun to pull off! […]
Easy Houdini: Clay 3D Printing With Vellum
Let’s take a quick break from Copernicus and build a good, old fashioned, simple SOPs setup. And also recreate a look from additive manufacturing, that we like quite a lot here: 3d printing with clay instead of thermoplastics – which is mostly like regular 3d […]
Building a Particle Brush for Copernicus
One of those really fun party trick brushes of Substance Painter is the particle brush, with which we can, well, paint particles onto an object, which in turn will run down it’s surface, leaving some nice streaks behind. Houdini has had particles for ages and […]
Building a PBR layering asset in Copernicus
In the last video, we showed you our take on a Substance like pbr layering workflow in Copernicus. And in that video we used a custom Digital Asset that allowed us to quickly load in all textures of a pbr material, do some basic tweaks […]
Building a Substance like texturing workflow in Copernicus
We’re back! And Houdini now has Copernicus, a complete rebuild of the image workspace with a focus on texturing! So, let’s see if we can build a texturing workflow where we can bring in multiple pbr texture sets and layer them onto an object with […]
Rolling Shutter – Bending Time With Attribs
Today we want to take an artifact from digital cameras, something that we usually try to avoid, and turn it up to eleven! Make it an effect on it’s own! And that artifact is rolling shutter. To achieve this, we’ll need to bend time using […]
Popping a Soap Bubble
Bubbles! We have a bit of a thing for bubbles here at Entagma. But the one classic Houdini setup we have not done yet is a bubble pop. So let’s fix this right now! Download Project File
Volume Style Transfer With ONNX
In an earlier episode we took a first look at the new ONNX inference node, a node that allows us to use trained neural nets inside Houdini. And today we want to use this node for something usefull – Volume Style Transfer! We want to […]
AHTYA 2.0 – pt.32: Smoke Stick Part 3 – Rendering in Karma
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Machine Learning with ONNX in Houdini 20
With Houdini 20 we got our first official machine learning node from SideFX. While we previously had example scene files that did machine learing related stuff or plugins like mlops, this is the first machine learning tool that you get just by installing Houdini. So […]
Melting Complex Objects Part 2 – Rendering
Welcome to the second and final part of our mini series on how to melt complex objects with fine details, textures and multiple materials. All without melting your pc as well! In the first part we built a setup to retain geometric detail and now […]
AHTYA 2.0 – pt.29: Microsplash Part 2 – Adding Bubbles
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Melting Complex Objects Part 1
You guys seem to like melting things! So over the next two free tutorials, we’re going to answer one of the more common questions: How to melt more complex objects with fine details, textures and multiple materials. All without melting your pc as well! Watch […]
Sci Fi Panel Deformer with OpenSubDiv Patches
In this episode we’re using a little geometry processing trick to build a sci fi panel deformer, much like some of the tools in the Tissue addon for Blender. We’ll also learn how to use some of the OpenSubDiv functions within Vex in Houdini. Links […]
AHTYA 2.0 – pt.27: Vase Smash Part 2 – Adding Particles
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Blender Guest Tutorial: Differential Line Growth
We are happy to bring you another Blender tutorial with the help of Louis Brodnig. He will show you how to create a differential line growth setup with Blender Geometry Nodes that he used in his short film about Emergence. Check out Louis work on […]
AHTYA 2.0 – pt.26: Vase Smash Part 1 – RBD Setup
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Particle Life in Houdini POPs
Particle Life is a new(ish), super popular autonomous agent system that is able to produce very organic, microorganism-like patterns with particles. So of course we had to build our own version in Houdini, right? In this video we’ll cover the basic ideas of Particle Life […]
AHTYA 2.0 – pt. 25: Dissolving Pill Part 2
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New In Houdini 20: Cloud Workflow
Houdini 20 comes with a completely rebuilt cloud workflow, which makes it a whole lot easier to create a wide variety of realistic clouds. So let’s build one from scratch and take a look at the new cloud shape tools, noises and shaders! Download Project […]
AHTYA 2.0 – pt. 22: Swirly Rocks Projects Part 3
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AHTYA 2.0 – pt. 21: Understanding Vectors Part 2
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AHTYA 2.0 – pt. 20: Swirly Rocks Projects Part 2
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AHTYA 2.0 – pt. 19: Understanding Vectors Part 1
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AHTYA 2.0 – pt. 18: Swirly Rocks Project Part 1
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AHTYA 2.0 – pt. 17: Dataviz Mini Project
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AHTYA 2.0 – pt. 16: Understanding VOPs in Houdini
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AHTYA 2.0 – pt. 15: City Model Mini Project
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Interference Patterns On Surfaces
Today we’re revisiting an old setup of ours: Creating intricate interference patterns using circular waves. Time has passed since Mo built the first version of this in 2018 and now, with Houdini 19.5, we got a new node that finally allows us to calculate those […]
AHTYA 2.0 – pt. 14: Intricate Torus Project
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AHTYA 2.0 – pt. 10: Flower Tube Project Part 2
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AHTYA 2.0 – pt. 07: Understanding Groups in Houdini
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AHTYA 2.0 – pt. 06: Flower Tube Project Part 1
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AHTYA 2.0 – pt. 05: Squishy Vellum Project Part 2
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AHTYA 2.0 – pt. 04: Squishy Vellum Project Part 1
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Geometry Nodes Ep22 – Coloring the Yarn Sculpture
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Geometry Nodes Ep21 – Creating the Second Layer: The Yarn Sculpture
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