All posts tagged “VEX

Physarum Slime Mold

While Manu and I have been on season break, my twitter stream washed up these mesmerizing, beautiful videos. Turns out they are created by Sage Jenson, a genius digital artists. But not only do they create these fantastic pieces of art, they also go to […]

Analytical Foam

As position based simulation techniques are very fast theses days, it is possible to use them to confrom intersecting spheres to each other, to model foam. Nevertheless there are other possibilities, too.

Polyfolding – Part 1

This is the first part of a two part tutorial. Part two will be available soon. Polyfolding is an interesting effect where you split up an object to individual bands and make them curl up. It can be used to disintegrate an object or make […]

Voronoi Morph

When my office mate Benno asked me to come up with a setup to turn a bunch of hexagons into a voronoi cell pattern, it came to my mind that there is a wide variety of techniques in Houdini to achieve such a transition effect: […]

Nerd Rant: DOPs

Recorded back in October when Mo was cranky due to reasons, Manu decided to discuss his (then) favorite topic when it comes to Houdini: DOPs. Turns out it is not so much Mo’s favorite topic. Watch this nerd rant to see us being cranky and […]

Crochet – Blending between Delaunay and Voronoi

Here at Entagma we love to deal with yarns. This video extends the “yarn-effects” with a crochet approach. Using the delaunay triangulation of an input mesh and its dual diagram, the voronoi mesh, we build a procedural model that uses point color to blend smoothly […]

Isocontours: Importing & Exporting Vectors to/from Houdini

Niklas Rosenstein is with us again! And if Niklas is in the house, chances for some Python code are pretty high. This time we’ll import vectors from Illustrator into Houdini, create an isocontour-effect and export the result back to illustrator.

Low Poly Transform

Blending smoothly between a high-poly mesh and its low-poly representation is a subtle but useful effect. In this tutorial you’ll learn how to create two versions of the same object, one smooth and one facetted, with the exact same topology. This enables you to blend […]

Kitbash Vein Growth Part 1

This tutorial shows you how to create a procedural vein, that is composed of small segments that you drawn by hand. This way the overall look of the vein is art-directable.

Constraint Networks For Rigid Body Simulations

Ever tried having a bunch of instances rotating without intersecting each other? It’s a task we commonly encounter. The solution that usually works for us is a constraint network that’ll pin our instances to their position while still allowing them to rotate freely.

Interference Patterns

While on season break we received quite a few questions. One of those mails pointed us to the amazing work of Loris Cecchini, a sculptor who created (among other stunning artworks) those wave pattern sculptures. At first it didn’t seem clear what’s going on there.

Fakebroidery: Needlework in Houdini

There are very few things more hypnotic than watching an embroidery machine do its work. When watching my wife’s machine working on festive decoration, I thought about how I’d create something similar in Houdini. Turns out it isn’t too complicated once you’ve figured out how […]

Creating A Procedural Snowflake

we have something special for the upcoming holiday season for you: Snowflakes! This was the very first paper I ever implemented in Houdini – what a feeling! I recorded it a while back in summer but then decided to wait until the right season. As […]

Procedural Modeling: Quilling

What popped up as some random images on my pinterest feed turned out to be a whole universe of an art form in itself: Quilling. The art and craft of rolling and shaping paper to form intricate mosaics depicting a wide variety of subjects.

Live Rendering of Heightfields in RS

Heightfields are a nice addition to Houdini 16 for environment work. They more or less replicate the functionality of programs like Worldmachine. In today’s tutorial Manuel shows you how to create a terrain from scratch in Houdini and how to render it directly in Redshift3D, […]

VEX in Houdini: Space Colonization

Branching growth is fascinating as it has a lot of hidden structure to it and is very intricate. Many methods have been proposed over the years to model branching structures, like trees. One algorithm that is particularly beautiful and simple is the “Space Colonization” algorithm, […]

Quicktip: Visualizing Flight Paths

The past decade has seen a wealth of data visualization elements in UI design, movie sets and motion graphics. When it comes to creating these elements you’re left with two approaches: faking it vs. the real thing. In this quicktip we’re doing the real thing […]

VEX & VOPs: Perspective Halftone Illusion

Occasionally we find an E-Mail in our inbox that asks how to achieve a given effect. This time Jesper asked us how we’d go about creating something like this – spheres arranged in space to create the illusion of a halftone image when viewed from […]

VEX in Houdini: Movie Color Visualisation

Quite some time ago I was trying to cook up something like the guys at moviebarcode.com: Some setups that’d deconstruct a given movie into its individual colors in a visually pleasing manner. Recently I thought it was time to try another attempt. Instead of linearly […]

DIY Scatter Tool (Solving Problems in Houdini)

We get the question “why are you doing that setup this particular way?” reather often. As with most setups in Houdini there are many ways of building it. In this tutorial we’d like to go over different approaches of solving a very basic problem: Scattering […]

Naive Path Finding

This one is a rather brute force approach for a problem we had to solve on a recent job: Finding a path through a bunch of obstacles. Admittedly what we implement here isn’t a very sophisticated algorithm, but its power lies in its simplicity: It […]

Custom Particle System in VEX

Dobromir of Inlifethrill Designs asked us how we’d go about recreating this. And as I’m quite untalented with Houdini’s particle system, I turned to VEX to create this custom particle system in which individual particles attract each other.

VEX: Space Filling Curves (aka “that Windows 95 Screensaver”)

Another question that we’ve been asked is how to rebuild a setup similar to that infamous screensaver that slowly filled your display with a maze of pipes. Among various approaches (including some L-System experiments) the most naive setup won. Of course.