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VEX 101 - An Honest Foreword

A word of warning and a basic explanation of what programming means.


Useful Links:


Matt Estela's cgwiki:

2018-02-26 08:11:50 +0000 UTC View Post

VEX 101 - What's In This Course?

The (very) rough plan for VEX 101 is this:

General Topics:

- Learning programming/scripting fundamentals (vs. learning a programming language)

- Learning to help yourself (where to look ...

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Volumes 101 - Something New

As we feel there is a huge need for an introductory course into VEX, we're halting the volumes course. If you feel there are (volume) topics that still need to be covered, please let us know in the co...

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Volumes 101 - Art Directing Velocity Volumes

While editing last week's tutorial we realized that the central technique we're employing belongs to a whole group of neat tricks that we often use in produiction as they make for relatively compac...

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Volumes 101 - "Dissolving" Geometry

As promised here's the technique we used to create the volume for last week's tutorial. It's a setup we find ourselves using quite frequently in commercial projects, especially when it comes to sti...

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Volumes 101 - Volume Displacement Shader

EDIT: Reuploaded the scene file, forgot to attach one piece of geo.

Admittedly this is a deep first dive into shading volumes using Mantra and Houdini's mat-context. However we wanted to get ...

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Volumes 101 - Juliabulb Using Volume Procedurals

What else can you create with volume procedurals? In this one we take a look at the archetypical example of what's possible with procedurals: We create a three dimensional Juliabulb fractal (Yes, y...

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Volumes 101 - Volume Procedural Basics

There is one brilliant thing that makes me use Mantra for special projects involving highly detailed volumes: Volume Procedurals. They allow you to evaluate a piece of VEX at render time and thus (...

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Volumes 101 - Multistate Cellular Automata in OpenCl

"Yeah! More OpenCL!" (Most probably nobody. Ever.) Nevertheless - this one is a good exercise in writing your own OpenCl kernels. This time we'll build a cellular automaton. But not just the usual ...

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Volumes 101 - Reaction Diffusion in OpenCL

Yes... Admittedly we implemented reaction diffusion already using only SOPs (and a tiny bit of VOPs). However this implementation was a bit limited and to offer the full scope of what reaction diff...

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Render Setup: Fakebroidery

Here it is - including a woven background and secondary strands in the yarns: Our Embroidery render setup.

Set up to render using Redshift.

In order to render properly you'll need to download ...

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Full Res Artwork: Fakebroidery

Here in its UHD glory. Rendered in Redshift.

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Volumes 101 - Custom Kernels in OpenCL

Admittedly this is as arcane as it gets in our course on volumes. Admittedly this is also the fastest (execution wise) it's gonna get. We'll have a look at writing and edge detection kernel using Open...

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Volumes 101 - Kernels: Sharpening A Smoke Sim

Edit: As pointed out by Daryl in the comments (thanks, man!) I had a typo in the VEX code. Fixed & uploaded as 2017-12-11 10:41:54 +0000 UTC View Post

Bonus Setup: Frozen Sphere

EDIT: Added Houdini 19 compatible .hipnc file.

While preparing our current tutorial on how to simulate the growth of a snowflake, we received a question on how to create a freezing bubble. G...

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Render Setup: Snowflake

You'll need to download the "Winter Forest" HDR from http://www.hdrlabs.com/sibl/archive.html

Set up for rendering in...

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Full Res Artwork: Snow Crystal Growth

Here it is in it's UHD (aka 4K) glory!

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Full Res Artwork: Procedural Modeling Of Water Droplets

A fresh and juicy looking pumpkin in 4K glory.

Here's the free tutorial video: https://vimeo.com/243574191

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Full Res Artwork: Dual Sculptures

The coral like structures of the extruded dual graph in 4K.

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Dual Sculptures

Hi Patrons, today we present our first video of the new "Patreon Special" series. These are singleton quick tips that are  accessible starting with the "Render Swag" tier.

Using the dual graph ...

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Volumes 101 - Point Advection

As a quick interlude before we're gonna dive into the ins and outs of wrangling volumes in VEX and OpenCL, here's some relaxation for our eyes: Building abstract line art using point advection.

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Volumes 101: Adding Colliders To Our Solver

In the final video of our volume growth setup we'll add collision geometry to our solver in order to be able to further art direct where our growth is happening. I promise this is the last video fo...

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Volumes 101: Adding Forces To Our Solver

Adding forces into our solver helps us to create more intricate detail while being able to direct our growth according to the values of a vector field.

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Render Setup: Quilling

For rendering this you'll also have to download the "Hamarikyu Bridge B" HDR from HDRLabs' sIBL archive: http://www.hdrlabs...

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Full Res Artwork: Quilling

Two renderings this time. Still in their 4k-glory.

Here's the free tutorial video: https://vimeo.com/241376188

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Volumes 101: Curvature Driven Growth

Let's combine our curvature measurements with volume advection to form the base of a rather versatile setup for organic (and sometimes a bit disgusting looking) growth.

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Render Setup: Live Rendering Heightfields in RS

Here's the render setup for the japanese landscape in Redshift 3D. The file uses textures from https://www.textures.com/

The full tu...

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Full Res Artwork: Live Rendering Heightfields in RS

The japanese landscape in 4K

The full tutorial an be found here: http://www.entagma.com/live-renderin...

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Volumes 101: Curvature

Again a short intro to a very useful tool: Curvature. It will allow us to get an idea of the actual shape of our volume. This will form the base of another very versatile setup we'll be building an...

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Render Setup: Yarnworks

All set up in Redshift and ready to render at the press of a button.

To complete this setup you'll need to download the "Barcelona Rooftops" HDR fromm HDRLabs: 2017-10-09 11:14:48 +0000 UTC View Post