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## All Posts tagged “Programming”

## Geometry Nodes Ep17 – Finishing the Falloff and Node Groups

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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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## 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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## Nerd Rant 2.0 – Ep.17: Using Python Libraries In Houdini

Before leaving for easter holidays, Manu & Mo discuss the usefulness and pain involved in using Python libraries in Houdini’s SOP context to easily access higher level functionality like arcane file export or intricate math.

## 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. […]

## Advanced Setups 01 – Genetic Algorithms

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## Analytical Foam

As position based simulation techniques are very fast theses days, it is possible to use them to confrom intersecting spheres to each other, to model foam. Nevertheless there are other possibilities, too.

## 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 […]

## VEX in Houdini: Space Colonization

Branching growth is fascinating as it has a lot of hidden structure to it and is very intricate. Many methods have been proposed over the years to model branching structures, like trees. One algorithm that is particularly beautiful and simple is the “Space Colonization” algorithm, […]

## Mandelbrot and Mandelbulb

The Mandelbrot set – the mythical King of fractals. The one that started the whole fractal craze in the 80s and 90s. In this video we’ll implement not only a classic Mandelbrot set that will yield the omnipresent image of that weirdish ridged shape, but […]