## AHTYA 2.0 – pt. 20: Swirly Rocks Projects Part 2

To view this content, you must be a member of Entagma’s Patreon at \$29 or more

## AHTYA 2.0 – pt. 19: Understanding Vectors Part 1

To view this content, you must be a member of Entagma’s Patreon at \$29 or more

## Advanced Setups 03 – Accessing Geo Attributes In Python / Using potpourri3d

To view this content, you must be a member of Entagma’s Patreon at \$29 or more

## Building a Flowmap Shader in Blender using Flowmap Data from Houdini

Today for a game related topic: Flowmaps. These can be used to fake flowing liquids inside of a quickly executing shader. We’ll create a flowmap in Houdini using the SideFX Labs tools in this Tutorial and then move over to Blender to build an animated […]

## Blender Geometry Nodes: Vertex Normals – Alien Orb

The development of Geometry Nodes inside of Blender does not slow down. Recently they added support for vertex normals on input meshes. Manu guides you through the stages required to build this space orb effect that relies on vertex normals. You’ll learn some procedural animation […]

## Dynamic Outlines with Blender Geometry Nodes and Eevee

Now that Blender features procedural workflows with its lates feature addition Geometry Nodes its time for us to have a look at the other side of the fence. This tutorial mini-series looks into GN from a Houdini users perspective and explores what’s already there and […]

## Guest Tutorial: Simon Fiedler – Controlling Swirly Particles

It finally happened – our dear friend Simon Fiedler agreed to record a guest tutorial for us. He decided to share one of his production tricks for controlling particles: Building a swirly vector field to advect particles. Although it looks organic and natural, it’s highly […]

## Houdini On Mushrooms Pt.2: Point Deform In-Depth: The LinAlg Monster

Be careful what you whish for! 🙂 In this video we’ll be diving into the depths of Houdini’s point deform node. What superficially looks like a trivial task turns out to be a bit more involved than Mo initially hoped for. Brace yourself for some […]

## TD Essentials: Parallel Transport

Curve framing is important for a lot of things, like trajectories, creating geometry from curves or aligning copied geometry to curves. In this tutorial Manuel implements the parallel transport algorithm that transports an initial normal vector along a curve to create a smoothly varying frame. […]