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KineFX 101 – pt. 30: Tree Rig 03: Simulating the Twig

In part three of our tree rig series, we’ll simulate small scale wind forces on a single twig and replace the static twigs on our tree with our simulated one.

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KineFX 101 – pt. 30: Tree Rig 02: Rigging the Tree

In part two of our tree rig series, we’ll build a working rig for our tree, add large scale wind animations onto it and capture the trunk, branches and twigs.

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KineFX 101 – pt. 30: Tree Rig 01: Generating a Tree

Welcome to our second huge nature setup in KineFX. Over the next two weeks we will build a tree swaying in the wind and develop techniques to add lots and lots of detail while keeping our setup fas...

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Advanced Setups 25 - Controlling Stable Diffusion With Houdini Pt. 3: ControlNet

EDIT: Added updated scene file for new controlnet extension API calls

In part three of our small series on stable diffusion in Houdini, Mo uses 2023-03-16 10:00:02 +0000 UTC View Post

Geometry Nodes Ep23 – Finishing The Effect

We’re ready to finish our transformation effect by adding a third layer.

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Advanced Setups 24 - Controlling Stable Diffusion With Houdini Pt. 2: img2img

In part two of our small series on bringing stable diffusion to Houdini, Mo uses Automatic1111...

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Advanced Setups 23 - Controlling Stable Diffusion With Houdini

Of course Mo could take the high road and build a stable diffusion pipeline using Huggingface’s Diffusers library View Post

KineFX 101 – pt. 29: Rigging Volumes

Lets face it: One of the really fun things with KineFX is just finding new, weird things to rig and animate. And … why wouldn’t you want to rig a volume?

This is our challenge for today a...

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Geometry Nodes Ep22 – Coloring the Yarn Sculpture

This time we sample the weights of the original points as a basis for colorizing the connecting yarns.

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Geometry Nodes Ep21 – Creating the Second Layer: The Yarn Sculpture

Finally it’s time to implement the second layer of our Mograph effect: The yarn sculpture. Utilizing the “plexus” technique, as AE users would refer to it, we’ll fill the psyche model with ...

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KineFX 101 – pt. 28: Building a Curve Controller for KineFX

We’ve all been there: You just spent hours upon hours building, recording and editing a huge five part series on building a flower inside Houdini and you look back and think: Maybe controlling *e...

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KineFX 101 – pt. 27: Flower 05: Fur, Karma and Variations

Welcome to the final episode of the flower mini series. Today we'll start by adding some fur to our stem, going over the render settings in Karma and finally build the other two flowers you know fr...

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Geometry Nodes Ep 20 – Implementing a Linear Falloff

In this video we’ll learn how to solve the issue with the spherical falloff, that the object reappears as soon as the falloff gizmo crosses the object. Using a vector dot product we’ll implemen...

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Advanced Setups 22 – Jeroen Claus: Comparing Clustering Algorithms

Thrilled to have Jeroen Claus back again for this final video in his series on clustering algorithms, this time comparing the techniques we covered so far.

Go check out Jeroen's Work: View Post

KineFX 101 – pt. 26: Flower 04: Blossom Animation

Welcome to episode 4 of 5 of the flower mini series. Today we’ll connect all the bits and pieces we built over the last three episodes and rebuild the first part of our teaser animation: A flower...

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KineFX 101 – pt. 25: Flower 03: Extra Bits

Welcome to episode 3 of 5 of the flower mini series. Today we build all those little extra bits that make a flower. Those are the small, green fleshy leaves at the bottom of the blossom, the centra...

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KineFX 101 – pt. 24: Flower 02: Blossom

Welcome to episode 2 of 5 of the flower mini series. Today we take the single rigged petal from episode 1 and turn it into a full blossom. We’ll use rig attrib wrangles, inverse kinematics, vellu...

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KineFX 101 – pt. 23: Flower 01: Petal

It's finally time to build a big rig. A really big rig. Over the next 4 to 5 episodes we will create a flower setup that is completely build around KineFX. This means you get a fully rigged flower ...

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KineFX 101 – pt. 22: TD Techniques: Copy Rigged Characters

We need to take a look at something that seems easy, yet is surprisingly difficult: Creating copies of a rigged character with either a Copy To Points or Copy And Transform SOP. This tutorial will ...

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Advanced Setups 21 - Jeroen Claus: HDBSCAN

Jeroen Claus covers another important clustering algorithm in the thrid part of his series on popular algorithms used in data anal...

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KineFX 101 – pt. 21: CFX Fur – Part 2: Using and Misusing Fur Nodes in SOPs

In this episode we’re finishing our look into the Houdini fur workflow by building a complete fur setup just using SOPs and finding some new applications for it outside of character fx: Using Gui...

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Advanced Setups 20 – Jeroen Claus: DBSCAN

Jeroen Claus continues his series on popular algorithms used in data analysis and visualisation. In this episode he’ll cover a m...

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KineFX 101 – pt. 20: CFX Fur – Part 1b: Karma Hair Procedurals

We’re still on our field trip into the world of character effects tools inside Houdini, continuing this episode with fur. In this two part episode we’ll look at how to add fur to your character...

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KineFX 101 – pt. 20: CFX Fur – Part 1a: Obj Level Workflow

We’re still on our field trip into the world of character effects tools inside Houdini, continuing this episode with fur. In this two part episode we’ll look at how to add fur to your character...

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Geometry Nodes Ep19 – Cleaning Up and Creating Reusable Node Groups

To finish off the first layer of our Mograph effect we’ll clean up the setup in this video. We’ll create reusable node groups for the transformation of the instances and for point generation. View Post

Advanced Setups 19 - Jeroen Claus: Dataviz Excursion - K-means Clustering Explained

Thrilled to have Jeroen Claus back for a series on popular algorithms used in data analysis and visualisation. In this first (free...

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Geometry Nodes Ep18 – Creating Instances and Manipulating them

Now it’s time to replace the surface geometry with individual instances that can be manipulated. We’ll use the weight value, that we create using the Spherical Falloff form last time, to transl...

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KineFX 101 – Pt.19: CFX: Muscles Part 2

Alongside KineFx SideFx has launched or reimagined a range of character fx tools like muscle or fur simulations or ragdolls. So we should take a look at them, starting with muscles. In this video w...

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Geometry Nodes Ep17 – Finishing the Falloff and Node Groups

In this video, we’ll polish the linear falloff setup from Ep 16 and add more features. We introduce a way of telling where the falloff gradient starts and warp the falloff using perlin noise. The...

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KineFX 101 – Pt.18: CFX: Muscles Part 1

Alongside KineFx SideFx has launched or reimagined a range of character fx tools like muscle or fur simulations or ragdolls. So we should take a look at them, starting today with muscles. In this v...

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