It is finally time for Apex Script! In this episode Magnus will dive into the world of APEX script with you. As he said himself, what he covers in this video is only the “tip of the iceberg”, since there are so many more possibilities […]
All Posts tagged “Tutorial”
UE5 Blueprints 201 – Ep.02: Cellgrid Project Part 2
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APEX – Ep. 02: Rigging a Character
Magnus Møller is back with Episode 2 of this APEX-Introduction Course! He will show you the AutoRig Component of APEX and explain the differences between the KineFX SOPs workflow and the APEX workflow! We hope you enjoy this episode and if you want to see […]
UE5 Blueprints 201 – Ep.01: Cellgrid Part 1
We built our base setup, now it’s time to tackle our first actual project, which will be the dividing grid of geometric cells, you already saw teased in the first episode. We’ll also learn how to structure a project in Unreal compared to Houdini or […]
Free Course: Introduction into APEX – Ep.01
We are very excited to have Magnus Møller – Co-founder of Tumblehead Animation – as your teacher for this APEX beginner course. In this 3-part series, Magnus will introduce you into the world of Character Animation with Houdini! You will learn how and why to […]
Advanced Setups: Using Local LLMs Inside Houdini
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Advanced Setups 30 – PCA Magic 2: Dejitter animations
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Simulating the NileRed Logo with Copernicus and OpenCL
Today we’re covering two topics in Copernicus, that are long overdue: Cellular Automata and OpenCL. CAs because they’re a classic Entagma topic and now we actually have a way in Houdini to actually build and display them directly, without the use of 2D volumes or […]
Advanced Setups 30 – PCA Magic 1: Aligning Objects
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ML101 – pt. 13: Generating Poses With Vellum And PDG
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Painterly Renders with Houdini Curves and Blender Grease Pencil
Welcome to this years first Blendini Tutorial…? Well, Blender has gotten really good at rendering brushstrokes with it’s Grease Pencil system – and Chris wants to have that functionality for his Houdini setups as well! So in this video, we’re first going to build or […]
ML101 – pt. 12: Addendum A: Stacking Additional Models
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ML101 – pt. 10: Reducing our Data – Encoding, Exporting and Training our Data-Set
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Space Filling Cable Generator
Chris recently stumbled on an old interview from SideFX with Guerilla Games, the makers of Horizon: Zero Dawn. And in that interview Vladimir Lopatim shared a really neat setup of a space filling cable generator. Now, seven years later, there are a ton of new […]
ML101 – pt. 08: Pose Prep 01 – Extracting Differences
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Throwing A Snowball With MPM
We haven’t forgotten about the other big addition to Houdini with 20.5: The MPM solver! So to get into the holiday spirits, let’ s simulate a snowball. In this video, we’re covering the full process from simulation, to postprocessing and finally to rendering. Download Project […]
ML101 – pt. 07: Section Overview and Pose Generation
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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 […]
ML101 – pt. 06: Finishing our Neural Net
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ML101 – pt. 05: Adding Tensorboard
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ML101 – pt. 04: From Python back to Houdini
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Free Tutorial: Triplanar Mapping in COPs – pt. 1
This was asked for in the comments a lot, so Chris made this two-part Tutorial on Triplanar texture Mapping in Copernicus! In this first Video Chris will go into Detail on how to set up a neat triplanar mapping Setup and will guide you through […]
ML101 – pt. 02: The Python Install Episode
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ML101 – pt. 01: DIY Neural Net & Regression Basics
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ML101 – pt. 00: Introduction
This course is about making Machine Learning the next tool in your Houdini toolbox. Just like some problems are best solved with vector maths or Vex or Python, some problems get way easier with ML and we want to be able to spot these problems […]
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
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 […]
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 […]
AHTYA 2.0 – pt.30: Smoke Stick Part 1 – Pyro Setup
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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 […]
AHTYA 2.0 – pt.29: Microsplash Part 2 – Adding Bubbles
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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 […]
AHTYA 2.0 – pt.28: Microsplash Part 1 – Flip Fluid Setup
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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 […]
AHTYA 2.0 – pt.27: Vase Smash Part 2 – Adding Particles
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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 […]
AHTYA 2.0 – pt.26: Vase Smash Part 1 – RBD Setup
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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 […]
AHTYA 2.0 – pt. 25: Dissolving Pill Part 2
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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 […]
AHTYA 2.0 – pt. 22: Swirly Rocks Projects Part 3
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AHTYA 2.0 – pt. 21: Understanding Vectors Part 2
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AHTYA 2.0 – pt. 20: Swirly Rocks Projects Part 2
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