All Posts tagged “Procedural

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

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

VolumeStyleTransfer

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 […]

ONNX Mushroom

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

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 […]

Melting Complex Objects

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 […]

OpenSubDiv Deformer

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 […]

Differential Line Growth

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 […]

Freetut Particle Life

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 […]

Freetut H20 Clouds

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 […]

Interference Patterns On Surfaces

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 […]