In this episode we’ll take a quick look at the new simulation tools and features in Houdini 20, specifically the new POP Wind Shadow, updates to the Vellum rest blend constraint and vellum brush, the new density controlled gravity in pyro as well as some […]
All Posts tagged “Sim”
Guest Course: Creating a Rolling Objects Solver – Part 7
In part seven of our free course on building a rolling object solver, Bastian J. Schiffer extends our solver to take into account random initial rotation and so it works with cubes instead of tubes. Download Project Files
Guest Course: Creating a Rolling Objects Solver – Part 6
In part six of our free course on building a rolling object solver, Bastian J. Schiffer modifies our solver so it works with discs instead of spheres. Download Project Files
Guest Course: Creating a Rolling Objects Solver – Part 5
In part five of our free course on building a rolling object solver, Bastian J. Schiffer modifies our solver to work with POP particles. Download Project Files
New In Houdini 19.5 Pt 4: SOP FLIP Fluids
One of the major milestones in Houdini 19.5 is the SOPification of FLIP fluids – allowing for a much more streamlined setup of fluid simulations. In this video Mo goes over the basics of the new workflow, including custom viscosity and density for our liquid. […]
Giving Birth Using Vellum
Sometimes we get the weirdest questions. And we’re quite thrilled about them! This time our friend Patrick (https://www.altshift.de/) approached us with a.. let’s call it special Vellum setup and some questions about how to make all Elements interact properly and animate them. Resulting in whatever […]
OFFF Special: My First Vellum Sim
Back from OFFF 2022 and well rested, we managed to upload our talk’s very quick example of how to build and export your very first Vellum cloth simulation in Houdini. Enjoy! Download Project File
Creating An Abstract Wire Sculpture
One of those classic setups again! This time we’re combining custom point advection with a few nifty techniques in Houdini to analyze how our base geometry is shaped and where its edges are. Also we’ll talk briefly about a basic rendering setup in Octane. Napoleon […]
Packing Rigid(ish) Bodies In Vellum
Yes, we covered this in our “packing the Torus” tutorial, however back then we didn’t have Vellum! You draw the conclusions yourself! Seriously though, using vellum for rigid body intersection detection and resolution can be a neat trick when you’re depending on a unified simulation […]
Nerd Rant 2.0 – Ep.15: Learning Houdini With Vincent Schwenk pt. 3 – Grains
Part three of our special Nerd Rant with Vincent Schwenk is here! This time we focus on recreating a setup Mo once created for a project into which Vinz hired him. Vincent Schwenk is an incredibly talented Designer / Art Director based in Hamburg, Germany. […]
Nerd Rant 2.0 – Ep.14: Learning Houdini With Vincent Schwenk pt. 2
TPart two of our special Nerd Rant with Vincent Schwenk is here! This time we spend time talking about getting geo into and out of Houdini, tweaking simulations and how to install MOPs for Houdini, which makes mograph tasks a good bit easier. Vincent Schwenk […]
Abstract Particle Animation Using Houdini, Vellum & Octane Render
Inspired by Maxim Zhestkov’s great artwork, we set up a simple Vellum grain sim and render the results using Octane render. Download Scene File (.zip)
Houdini Tutorial: Melting Things using FLIP
Learn how to turn any object into molten lava by adapting one of Houdini’s presets to liquify any geometry. Ben Watt’s tutorial that triggered Mo to look into this. While we’re not talking about shading & rendering in here, we provide a scene file that’s […]
Simulating A Rubber Band Ball In Vellum
Again Patrick triggered this one by asking if we could have a look at a setup he’s been working on. And boy did we like what we saw. Mo decided to simplify it a bit and slow it down so it could be used to […]
Smearing Paint using FLIP
We’ve been asked by Patrick how to pull off something like these beautiful paint smears in Houdini, so we got to work. Using basic FLIP techniques will get us quite far, we just have to find the right settings. (Haha. “just” finding the settings…) In […]
Tying A Ribbon Knot in Vellum
That special season of the year is creeping ever closer and you might be starting to think about gift wrapping. One important aspect of which is the decorative ribbon that goes around it. Not that we’re particularly talented at arts and crafts, but we were […]
Vellum 101 – pt. 36: Rigid Bodies In Vellum (2021 Technique)
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Tearing A Spider Web In Houdini Using Vellum
Been pointed to Philipp Pavlov’s great spider web animation, felt in a mood to try setting it up using Vellum grains. Somehow succeeded. Recorded tutorial. Feeling cute. In this tutorial we’ll set up a simulation which allows us to tear a spider’s web. We’ll be […]
Rope Typography Using Houdini’s Vellum & Octane Render
After seeing polygonpen’s C4D Rope tutorial on Lesterbanks, we though – why not give it a go in Houdini. So in this tutorial we’re gonna go over creating a basic vellum sim which will form the backbone of our rope typo, then creating said rope […]
Axiom Solver: Dissolving Logo
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 […]
Vellum 101 – pt. 34: Guest Tut – Vellum Sewing Pt. III
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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 […]
PDG 101 – Pt.3: Wedging 2
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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
Silly Pillow Pt.3: Post-Simulation Tweaks Using CHOPs
This might be the first time in Entagma history that Mo is touching CHOPs. And it’s for a reason: we’re gonna adjust and filter our simulation’s result. Download Project File
Silly Pillow Pt. 2: Adding Detail & Tweaking Stitches
In part two of our silly pillow series, Mo adds detailed wrinkles by tweaking our Vellum sim’s constraint parameters. This makes our pillow look more like something out of a Franquin comic. Also you’ll be exposed to two lines of VEX script. You’ve been warned. […]
Guest Tutorial: Meshing Small Scale Flip Sims
Our friend Alvaro Moreira put quite a lot of work in optimizing small scale fluid meshes over the last couple of months. Today he wants to share his findings with the Entagma community. Watch him smooth a fluid’s surface while maintaining sharp creases between the […]
Quick Wind Tunnel
Usually you’d find pyro setups behind all kinds of explosions, fires and sometimes fireworks, but how about something more calm? Something like a wind tunnel used to evaluate the aerodynamic properties of cars, trains and planes? (Please do not use this setup to evaluate any […]
Houdini 17 Is Here – A Quickstart to Vellum
One of the most exciting features that Houdini 17 introduces is Vellum: A new simulation framework based on XPBD. (Extended Postion Based Dynamics – In essence grains on steroids.) That means stable and fast simulation of (almost) everything softbody: Cloth, Wires and well – softbodies. […]