In our tradition to being late to the party, we’re giving Matt Puchala’s Axiom solver a spin. It’s a lightweight and fast pyro solver for SideFX Houdini, enabling interactive workflows with smoke or fire simulations. In this video we’re gonna use it together with Houdini’s […]
All Posts tagged “Rendering”
Production Setup: Audioreactive Particles Using Vellum & POPs
You wanted to know how to set up something similar to Daniel Sierra’s “Oscillate” in Houdini. So in this tutorial we’ll walk you through the steps necessary to not only create an audioreactive Vellum simulation but also add secondary particles into that simulation and create […]
Rendering 101 – pt. 31: Guest Tutorial – Additive Particle Shading
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PDG 101 – Pt.7: Product Lineup
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PDG 101 – Pt.6: Render Manager
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Holiday Giveaway: Mantra Thinfilm Shader
Happy Holidays! Turns out rendering spherical objects has become our very own tradition by now, so as an addon to Monday’s tut and the question “But can u do it in Mantra?” – Here’s a small present hastily thrown together by yours truly: A VEX […]
Bubbles Again: Simulating Soap Swirls Using FLIP
By now it might have become apparent that Mo might be a bit fixated with soap bubbles and soap films. We covered Minimal Surfaces, soap film shading in Octane and in Redshift. Yet we deliberately omitted one crucial step in rendering nice soap bubbles: Creating […]
Sloppy Unreal 02: Setting Up Raytracing & Generating Normal Maps In Houdini
Part two of working sloppily in Unreal covers setting up raytracing and materials. Also we’ll tackle the generation of normal maps from a grayscale image in Houdini, talk a bit about different approximations for the Fresnel term and finally poke around in Unreal’s console in […]
New In Houdini 18.5
Full Playlist Here Houdini 18.5 is out! And here are the features that got us excited! Of course there’s much more. (SOP based rigging anyone?!) We had great joy in seeing that Karma has come a long way and that real time pyro sims in […]
Workshop: Unreal Engine Quickstart
Full playlist here. Super hyped to have Matthias Winckelmann on board! You might know him from “Rachael is not real” where he built an AI design influencer bot that posts daily renderings to instagram. Matthias has been using Unreal Engine in his personal design process […]
Rendering 101 – pt. 30: Redshift In Solaris – Specular Lighting
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Houdini On Mushrooms: Karma – Point Attributes & Render Settings
Watch Mo fail as he tries rendering out a 3D Scan in Houdini’s new (and very beta) rendering engine, Karma. The perils of using beta software… 3D scanned mushroom from www.aixterior.com Download Project File
Rendering 101 – pt. 27: Contemporary Lighting Styles Pt.2 – The (Slightly) More Complex Ones
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Rendering 101 – pt. 26: Contemporary Lighting Styles Pt.1 – The Very Simple Ones
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Silly Pillow Pt.4: Shading & Rendering In Redshift 3D
For our final sprint we’re talking shading, lighting and rendering our simulation results in Redshift 3D. Download Project File
Rendering 101 – pt. 25: AOVs In Redshift
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Rendering 101 – pt. 24: Building Non Photorealistic Shaders In Redshift
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Rendering 101 – pt. 23: Building A Procedural Wood Shader In Redshift
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Rendering 101 – pt. 22: Using Redshift Proxies
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Rendering 101 – pt. 21: Instancing In Redshift (Plus A Bit Of Shading)
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Rendering 101 – pt. 20: Color Space Basics & Intro to ACES
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Rendering 101 – pt. 19: Faster GI Using Irradiance Caching & Irradiance Point Clouds
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Rendering 101 – pt. 18: Layering Materials (Plus A Bit Of Curvature)
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Rendering 101 pt. 17: Displacement in Redshift
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Rendering 101 pt. 16: Subsurface Scattering in Redshift – 3 Flavors
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Rendering 101 pt. 15: Volume Shading Principles Demonstrated In Redshift
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Rendering 101 pt. 14: Photon Mapping / Caustics In Redshift
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Rendering 101 pt. 13: Lighting & Rendering Glass In Redshift
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Rendering 101 pt. 12: Basic Setup – V-Ray
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Rendering 101 pt. 11: Basic Setup – Arnold
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Rendering 101 pt. 10: Basic Setup – RenderMan
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A Bit Of VEX : Easy Caustics Generator
Last week we’ve been visited by our good friend Fritz “Frizz the Whizz” Kemmler – a most talented developer. And while pondering some other algorithms, we needed a bit of distraction. So we ended up throwing together this one: A very straightforward and not so […]
Rendering 101 pt. 9: Basic Setup – Octane
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Rendering 101 pt. 8: Basic Setup – Redshift
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Rendering 101 pt. 7: Basic Setup – Mantra
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Rendering Houdini Effects in Eevee
Since the release of Blender 2.8 people are looking into Eevee, their rasterisation real time render engine. Eevee is free and gives good and quick results, so why not bringing over effects from Houdini to render there. In this tutorial I’ll walk you through the […]
Rendering 101 pt. 3: Theory- Camera Models & Film Response Curves
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Rendering 101 pt. 2: Theory- Materials, BxDFs, Fresnel & Microfacets
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Rendering 101 pt. 1: Theory – Raytracing, Pathtracing & Monte Carlo
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Rendering 101 – pt. 0: The Overall Plan
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Alien Orb: Vellum Grains & Redshift
The long (well – not really) lost holiday special surfaced! This was my first attempt at making something wintery, trying to cook up a snow globe. Turned out I tend to be better at producing weird alien orbs – so here we are.
Quicktip: Instancing In Redshift (Bonus: Particle Advection)
Last week Germany was still under a massive heat wave. And an office doesn’t get colder by running smoke sims and rendering. That’s why I had to keep this one relatively short (let’s call it a speedrun): We’ll build a particle system advected by a […]
VEX in Houdini: Movie Color Visualisation
Quite some time ago I was trying to cook up something like the guys at moviebarcode.com: Some setups that’d deconstruct a given movie into its individual colors in a visually pleasing manner. Recently I thought it was time to try another attempt. Instead of linearly […]
VEX in Houdini: Diffusion Limited Aggregation (Plus Rendering in Mantra & Redshift)
When we saw Andy Lomas’ “Aggregation” series a few years back we were struck. How could you generate those intricate particle sculptures? The series’ title hinted at one possible solution: Diffusion limited aggregation or DLA. In this tutorial we’ll build a basic DLA setup using […]
Easy Soap Film Shader
By far the most frequent question we received after our minimal surfaces tutorial was “how do you build that bubble shader?”. The wait is over – in this tutorial we’ll go over how to build a plausible soap film shader in Houdini’s Mantra and Octane […]
Modeling and Rendering a Quartz Crystal in Houdini 16
When testing out a new render engine (or any tool that can do rendering), one of the typical objects I try to get a decent image of is a quartz crystal. In order to get that right, a rendering needs to contain effects such as […]
Quick VDB Clouds
After being asked how to create clouds for rendering in Octane (or any other Engine that supports VDBs) we dove into that topic a bit and the quickest way we found was to use the cloud tools that Houdini provides.
Quick Tip: Organic Voronoi Patterns
In this quickie we’ll go over how to turn standard voronoi cells into something alittle bit more organic. We’re going to use a combination of standard SOPs to quickly build a versatile procedural setup which allows you to create a plethora of different patterns.