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All Posts tagged “VEX”
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. […]
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 […]
Essential TD Skills: Designing & Implementing Algorithms
A popular misconception we often encounter when answering questions, is the notion that in order to simulate an effect A that looks somewhat similar to another algorithm we built to simulate effect B, all you need to do is tweak a few parameters. While true […]
A Bit Of VEX : Caustics Generator pt. 2 – Extended Features
Building on our last setup, we’re covering rendering out your caustics using COPs, art directing their pattern and making your caustics tileable. Download Project File
A Bit Of VEX : Easy Caustics Generator
Last week we’ve been visited by our good friend Fritz “Frizz the Whizz” Kemmler – a most talented developer. And while pondering some other algorithms, we needed a bit of distraction. So we ended up throwing together this one: A very straightforward and not so […]
Move Geometry Along a Curve
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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 2
This is the second part of a two part tutorial. Part one
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: […]
VEX101 – pt. 23: Implementing A Paper: Hidden Point Removal
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VEX101 – pt. 22: Quicktip: How About A Material Wrangle
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VEX101 – pt. 21: Where’s The Pixel Wrangle?!
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VEX101 – pt. 20: Packed Primitives & Primitive Intrinsics
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VEX101 – pt. 19: Why Quaternions?
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VEX101 – pt.18: Transformation Matrix Intuition
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VEX101 – pt. 17: Intersecting Lines
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VEX101 – pt. 16: Pixel Sorting
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VEX101 – pt. 15: A (Not So) Quick Recap & Fake Hanging Wires
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VEX101 – pt. 14: Starting A Function Library
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VEX101 – pt. 13: Custom Functions
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VEX101 – pt. 12: If-Statements
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VEX101 – pt. 11: Arrays & Foreach-Loops
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VEX101 – pt. 10: For Loops
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VEX101 – pt. 9: Creating Chladni Patterns
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VEX101 – pt. 8: Generating Curl Noise
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VEX 101 – pt. 5: Functions
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VEX 101 – pt. 4: Variables
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VEX 101 – pt. 3: Data Types & Accessing Attributes
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VEX 101 – pt. 2: SOP Wrangle Basics
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VEX 101 – pt. 1: An Honest Foreword
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