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 […]
All Posts tagged “Procedural”
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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KineFX 101 – pt. 28: Building a Curve Controller for KineFX
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Geometry Nodes Ep20 – Implementing a Linear Falloff
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Chainmail Part 2: Deform the Chainmail Using UVSample
In this second part of the chainmail tutorial Manuel shows you how to create a Vellum cloth sim and how to attach the chainmail geo to the simulated cloth using the VEX function UVSample(). Download Project File
Geometry Nodes Ep19 – Cleaning Up and Creating Reusable Node Groups
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Geometry Nodes Ep18 – Creating Instances and Manipulating them
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Geometry Nodes Ep17 – Finishing the Falloff and Node Groups
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KineFX 101 – Pt.17: No VEX Procedural Walkers
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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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Procedural UV Unwrapping with Geometry Nodes
This tutorial uses Blender 3.3 Alpha. You can get this version from here: Download Experimental Builds Blender 3.3 Alpha adds nodes for procedural UV unwrapping. In this quick tip tutorial Manuel explains one way of using the new feature on some procedurally built rocks.
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. […]
Pack Points inside Objects with Geometry Nodes
Geometry Nodes offer a node to distribute points on the surface of another object. But scattering points inside of the volume of a object is not as simple. In this tutorial Manuel explains how to build a Geometry Nodes setup that does just that. First […]
KineFX 101 – Pt.6: Building Procedural Walkers
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Render Houdini Particles with Blender CyclesX via Geometry Nodes
Transferring data between DCCs is a cumbersome but necessary task. Particles are not yet supported via nodes inside of Blender for example and usually come in from somewhere else. In this tutorial Manuel shows you how to create a surface flow particle effect inside of […]
KineFX 101 – Pt.2: Building Procedural Skeletons
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KineFX 101 – Pt.1: Deep Dive: Skeletons
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Geometry Nodes 3.0 – Plant Growth with Fields
Now that Blender 3.0 is in beta it is time for a little more advanced setup. In this tutorial Manuel will build a multi-layered growth effect. Fully procedural plants are scattered on a procedural terrain and controlled by an effector empty. They all grow individually […]
Geometry Nodes 3.0 – Cube Grid with Fields
The Geometry Nodes Team decided to redo the architecture of Geometry Nodes for the Blender 3.0 release. Fortunately we can have a look at the new way of working immediately by using the 3.0 Alpha. This tutorial creates a similar effect as my older Cube […]
Cube Grid – Use Color on Geometry Nodes Instances
Geometry Nodes inside of Blender is constantly updated and expanded on. Using the latest Blender 3.0 Alpha we can now transfer color to geometry generated through instances. This wasn’t possible before and opens a wide range of possibilities for creative expression in Blender. Follow Manuel […]
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 […]
Guest Tutorial – Jeroen Claus: Origami Bunny
Super happy to have Phospho’s Jeroen Claus back to present one of his production setups, this time covering how to turn any geometry into an origami version of itself, inspired by the amazing work of Robby Kraft. Project Assets Download Project File
Create a Procedural Hatching Shader in Blender Cycles
Today Manu looks at another porcedural area of Blender, the shader editor. We build a procedural hatching shader that will come in handy for your next NPR project. You’ll learn about generating procedural lines and doing 3D shading yourself inside of the shader using the […]
Building a Flowmap Shader in Blender using Flowmap Data from Houdini
Today for a game related topic: Flowmaps. These can be used to fake flowing liquids inside of a quickly executing shader. We’ll create a flowmap in Houdini using the SideFX Labs tools in this Tutorial and then move over to Blender to build an animated […]
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 […]