What do you do when you need fast info passes rendered out but are too stupid to set up something in ROPs and too lazy to use Solaris? Right – you build yourself a 1970s render engine straight in SOPs. Clever? Not sure. Useful? Definitely. […]
All Posts tagged “shading”
WebUI + Houdini Tutorial: Generating And Using AI Depth Maps
Mo goes over how to generate a depth map from a single image and use it in Houdini’s Karma XPU to render a relief like geometry. Download Project Files: https://www.entagma.com/downloads/AI_Houdini_depthmap.zip
KarmaXPU Quickstart Pt. 2 – Custom Attributes, Subsurface Scattering
Continuing with our KarmaXPU quickstart, this video covers reading custom attributes into a MaterialX shader and using it to drive the look of our material’s subsurface scattering. Download Project File
KarmaXPU Quickstart Pt. 1 – Basic Lighting, Shading & Rendering
In this tutorial we’ll shade, light and render the geometry we created in our previous tutorial, inspired by Alex Valentina’s Work for Form Mag. We’ll be setting up a simple scene graph in solaris, import and light our geometry using an HDRI and then spend […]
KarmaXPU Quickstart Pt. 0 – Creating Our Test Geometry
It’s finally time we talk about Karma again. Nope not your spiritual system, but Houdini 19.5’s built in new’ish rendering engine. It’s been making quite fast progress since the time it’s been released a few versions back, so in our opinion with KarmaXPU being in […]
New In Houdini 19.5 Pt 2: Karma XPU Beta (MaterialX, Solaris)
Mo visited the Art Gallery of Ontario and got inspired. In This video he’s using Solaris, Karma XPU and MaterialX to shade and render the sculpture created in this tutorial. Download Project File
Houdini Guest Tutorial: Jeroen Claus – Creating Toon Shading Outlines
Thrilled to have Jeroen Claus back for a quick tutorial on creating toon outlines as geometry in Houdini. Ideal for those hybrid renders between toon and photoreal shading. Download Project File (.zip)
Mograph Liquids: Controlling FLIP Fluids Via Curve Forces
Been going through a few of Jeff Wagner’s feature presentations from a the last few Houdini releases and stumbled upon a gem which I thought I’d base a setup on: Controlling FLIP fluids using a curve. Throw in a tiny bit of VDB/VEX magic and […]
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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Exporting Alembics For Blender: A Few Hacks
EDIT: Thanks so much for the many comments & hints! Josh Rizzo on Twitter pointed out I’m missing a few import options when loading in the alembic. Here’s how to import animated attributes without a deforming/animated mesh:– Import Alembic– Check “Set Frame Range” and “Is Sequence” […]
Rendering 101 – pt. 23: Building A Procedural Wood Shader In Redshift
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Rendering 101 – pt. 21: Instancing In Redshift (Plus A Bit Of Shading)
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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. 9: Basic Setup – Octane
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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 […]