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All Posts tagged “VEX”
KineFX 101 – pt. 26: Flower 04: Blossom Animation
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KineFX 101 – pt. 25: Flower 03: Extra Bits
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KineFX 101 – pt. 24: Flower 02: Blossom
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KineFX 101 – pt. 23: Flower 01: Petal
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KineFX 101 – pt. 22: TD Techniques: Copy Rigged Characters
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Advanced Setups 21 – Jeroen Claus: HDBSCAN
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Chainmail Part 2: Deform the Chainmail Using UVSample
In this second part of the chainmail tutorial Manuel shows you how to create a Vellum cloth sim and how to attach the chainmail geo to the simulated cloth using the VEX function UVSample(). Download Project File
Advanced Setups 20 – Jeroen Claus: DBSCAN
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Chainmail Part 1: Creating a Procedural Chainmail Pattern
In this first part of the chainmail tutorial Manuel shows you how to create procedural chainmail instancing real geometry onto a procedural hex pattern created with VOPs. Download Project File
New In Houdini 19.5 Pt.1: Tangent Fields (And a Bit of VEX)
Mo visited the Art Gallery of Ontario and got inspired to test drive one of the hidden gems in Houdini 19.5 – Tangent Fields. Download Project File
KineFX 101 – Pt.16: Rigging An IK Robot Arm
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Procedurally Create Detroit Agate with a Karma Shader
If layers over layers of car paint accumulate in the factory over the years they create grey rocks with magic hidden inside. Once you start to cut and polish these rocks all the individual color layers are revealed and create a color explosion. In this […]
KineFX 101 – Pt.14: Capturing B: Building A DIY Bone Deform SOP
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KineFX 101 – Pt.14: Capturing A: Procedurally Creating And Modifying Weights
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Advanced Setups 17 – Jeroen Claus: Solving The Traveling Salesperson Problem in Python
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KineFX 101 – Pt.13: Combining Vellum with KineFX
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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 […]
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)
Vellum 101 – pt. 40: Melting Things Using Vellum Fluid
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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 […]
Advanced Setups 14 – DIY Poisson Solver pt. 4: Designing Caustics
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Advanced Setups 13 – DIY Poisson Solver: Jacobi Two Pass & von Neumann Boundaries
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Advanced Setups 12 – DIY Poisson Solver: Jacobi Red Black & OpenCL
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Advanced Setups 11 – DIY Laplace & Poisson Solvers: Jacobi, Gauss-Seidel & SOR
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Vellum 101 – pt. 39: Differential Growth With Adaptive Subdivisions
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Advanced Setups 09 – From Formula to VEX: Winding Numbers
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No VEX Houdini: Organic Modelling Using Winding Numbers
Continuing our “No VEX Houdini” tutorials, Mo covers implementing a very clever technique to model organic surfaces using a mesh’s winding number, as presented in this thread on Twitter by Daniel Piker. In this quick (sub 10 min) tutorial, Mo will use one of Houdini’s […]
Advanced Setups 08 – From Paper to VEX: Electrostatic Halftoning
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Advanced Setups 07 – Reading XML Files & GPS Tracks
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No VEX Houdini: My First(ish) Setup: Abstract Sails
Continuing our “No VEX Houdini” tutorials, Mo presents one of the first setups he built when he started using Houdini. He also rambles a bit about what Manu and Mo actually mean when they talk about using VFX tools for abstract design. In this quick […]
Advanced Setups 06 – Yarn Art Using Metropolis Hastings Sampling
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Advanced Setups 05 – Knots & Half Edges
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No VEX Houdini: Dancing Mocap Trails
Houdini without using VEX? It is possible. Although Mo doesn’t enjoy it, he guides you through setting up a simple abstract mocap animation using nothing but built in SOPs. No scripting in this one. Promised. Of course everything is heavily inspired by Method Studio’s seminal […]
TD Essentials: Create a Swept Phyllotaxis Operator in Houdini
Plant growth has a strong connection to mathematics. Especially the special phyllotactic distribution pattern shows up a lot in nature. Be it the head of a sunflower, a pinecone or a pineapple. The dense packing of seeds and other organs on the surface of these […]
Shadow Projections
When stumbling upon Kumi Yamashita’s amazing artworks, we felt inspired to try our hand at the underlying technique of projecting shadows from a light source. In this tutorial we’ll be creating shapes and object arrangements that form a shadow image when hit with a single […]
Guest Tutorial – Jeroen Claus: Origami Bunny
Super happy to have Phospho’s Jeroen Claus back to present one of his production setups, this time covering how to turn any geometry into an origami version of itself, inspired by the amazing work of Robby Kraft. Project Assets Download Project File
PDG 101 – Pt.12: Faux 3d printing
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Advanced Setups 01 – Genetic Algorithms
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Houdini: Baking Point Attributes To Textures
EDIT: For more point to texture attribute trickery have a look at the scene files. In our tutorial on dissolving geometry we hinted at baking point distances into a texture rather than using highly subdivided geometry to store attributes from a point cloud. While this […]
PDG 101 – Pt.10: Online Data & APIs
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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 […]
Vellum 101 – pt. 31: Attaching Hairs To Softbodies
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Keycap Sculptures (Disco Ball Tiling)
When we received an E-Mail by Eduard, asking if we had any idea about disco ball packing, we were intrigued. Eduard pointed out that his (apparently very patient) wife manually tiled this sculpture and was wondering if there’s any way to automate it. He also […]
Bubbles Yet Again: Implementing Glassner’s Bubble Triplets in VEX
Bubbles. Again. How thrilling. Wait – before you leave hear me out: Building this setup was one major step for me towards becoming brave enough to tackle implementing my first computer graphics paper. Andrew Glassner wrote a fantastic article about how soap bubble triplets form […]
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 […]
Guest Tutorial: Path Solver
We’re thrilled to have Houdini artist supreme Vladyslav Lavrenov for a guest tutorial. And quite a hefty one! Vlad takes us through his reasoning and steps to build a path solver in Houdini to have seemingly random momevements on a grid form a coherent behaviour. […]