EDIT: As Morgan pointed out in the comments, I made a huge mistake by setting my geowrangles to run over points. I've attached a second scene file with correct geo wrangle settings. Thx, Morgan.
2019-01-10 09:00:59 +0000 UTC
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With simulations you often run into situations where certain areas consist of many intersecting/colliding/interacting particles. This can become problematic, when you're trying to fill an area. Be it ...
2019-01-03 09:00:01 +0000 UTC
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Admittedly - Using Velllum in SOPs is super fun and really fast. However if you're planning to build more intricate setups, you won't get around diving into DOPs to unlock Vellum's full potential.
I...
2018-12-27 09:00:02 +0000 UTC
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While the big deal about Vellum are its constraints, it can still be used to set up particles without constraints connecting them. Which for us means: Grains! In Vellum.
In this tutorial we'll go ov...
2018-12-19 09:01:00 +0000 UTC
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Crazy eyes Mo is at it again - here's a hint at what we've got planned for 2019 and also what's up with Manu.
Thanks for a fantastic 2018 and happy holidays everyone!
2018-12-18 14:34:49 +0000 UTC
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As mentioned in our previous video, some of Vellum's constraints only start to make sense when they're used/modified/created dynamically while your simulation is running.
In this video we'll have a ...
2018-12-07 14:00:15 +0000 UTC
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Let's take one step back from our previous video on Vellum and take a look at maybe the most prominent feature that discerns Vellum from your standard grains: The constraints.
In this tutorial we'll...
2018-11-30 21:09:59 +0000 UTC
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Let's start diving into dynamic simulations in Houdini by looking at the basics - what is it that sets a simulation apart from your bread and butter animation?
By taking a look at the SOP sol...
2018-11-15 14:02:00 +0000 UTC
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(If you're tired of seeing me - skip to 01:04. Tutorial starts there.)
It's been a while! Apologies for the delay. In the end I guess our (underwhelming) planning skills are to blame. We're working ...
2018-11-08 18:08:46 +0000 UTC
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Wrangeling our way through Houdini we've arrived at materials - how and where do you write VEX code when it comes to shading?
Writing code in materials can be a bit weird at times as the whol...
2018-09-27 08:08:20 +0000 UTC
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This is the render setup for the Crochet tutorial. It elaborates on the tutorial with some VEX to create center points for all the lines to be able to copy strand geometry on them. And it adds knots t...
2018-09-25 06:26:47 +0000 UTC
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Here's the 4K crochet render.
2018-09-25 05:52:13 +0000 UTC
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Are you fed up of always (ab)using a grid to manipulate image data / Pixels in Houdini? Have you ever wondered where that darn Pixel Wrangle hides?
Look no further - we'll show you how to man...
2018-09-20 07:19:23 +0000 UTC
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Here comes the last video about Redshift in the AHTYA series. This time we have a look at pathtracing. After some theory about primary and secondary rays, we dive into Redshift to setup the a...
2018-09-13 13:12:00 +0000 UTC
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This time it's about shading the procedural sculpture in Redshift3D using its point color. After revising the color creation we'll import Cd to the Mat context to be used by Redshift. Instead of de...
2018-09-06 09:39:32 +0000 UTC
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When this neat video popped up on Discord ( https://vimeo.com/255293329 ), I decided to give this technique a go. But this t...
2018-08-30 07:36:14 +0000 UTC
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Let's put all that goodness about matrices and quaternions to use and build some basic motion graphics!
In this tutorial you'll learn the basic technique behind MOPS (www.motionoperators.com)...
2018-08-23 10:12:25 +0000 UTC
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Now that we built and optimized the procedural model it's time to look into rendering. Redshift is a 3rd party GPU render engine for Houdini that combines fast iteration times with a good amount of...
2018-08-16 07:38:27 +0000 UTC
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Here are our latest tutorial's render files - set up for rendering using Redshift 2.6.19. A golden shimmer.
2018-08-14 07:21:47 +0000 UTC
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In 4k one might even be able to see the particle's actual geometry! :)
2018-08-14 07:15:40 +0000 UTC
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Quaternions - Why would you use them? How do they work?
To get this out of my head: The question "What are quaternions exactly?!" comes up somewhat frequently. Without going into the math too...
2018-08-09 09:37:36 +0000 UTC
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A bit late - admittedly, but here it is: The setup we used to render out the preview for our Recamán's Sequence tutorial.
Set up to use Redshift for rendering.
Includes an (ancient) After Eff...
2018-08-03 08:01:00 +0000 UTC
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Better late than never... In UHD here's a still from our Recamán's Sequence visualisation.
2018-08-03 08:00:00 +0000 UTC
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Under the hood of most 3D apps, transformation matrices are an integral part of how objects are moved (and scaled and rotated and sheared) in three dimensional space.
In Houdini sometimes you...
2018-08-02 09:01:42 +0000 UTC
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Before we dive into rendering the volumetric sculpture with Redshift3D in one of the next episodes, today we finish the model. To create a final scene some attention to little details has to be pay...
2018-07-26 06:29:41 +0000 UTC
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So your client gets specific about how and where he'd like to have a volume fade out? Fear not! We've got you covered with this simple setup to linearly dial in your volume's density values using a...
2018-07-19 09:00:02 +0000 UTC
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It's been some time since I (via Inconvergent's website) stumbled upon these beautiful images by Jared Tarbell:
2018-07-12 09:01:00 +0000 UTC
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Houdinis procedural workflow is perfect for modeling. In this episode I'll introduce you to modeling using volumes to create the basis model, for the title graphics of this course. In the process w...
2018-07-05 10:15:44 +0000 UTC
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Surely you've seen those gloriously glitchy images over the past years. They are the result of different algorithms but one of the more popular ones is called Pixel Sorting.
For each line (or...
2018-06-28 13:48:20 +0000 UTC
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This time we implement a linear falloff to extend the setup from last time. The linear falloff makes use of the vector dot product. This video has a detailed introduction to dot products, what they...
2018-06-21 09:00:02 +0000 UTC
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