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PDG 101 – Pt.15: Batch Processing II: Manual Edits

As much as we love automation here, there are some tasks that just have to be done by hand. Things like picking the right shader for every part of a cad model or finding the right orientation for 3...

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Advanced Setups 03 - Accessing Geo Attributes In Python / Using potpourri3d

One of the consistently amazing source for new techniques in geometry processing is the research group around Keenan Crane. ...

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Advanced Setups 02 - Installing 3rd Party Libraries For Houdini's Python

FOREWORD: We think this should be common knowledge, so we decided to make this part of the premium course publicly available.

It’s finally come so far – we’re accepting that we can’t...

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PDG 101 – Pt.14: The Python Processor

The time has finally come! We will add Python to our PDG toolset and gain a lot deeper access to Houdini with our node trees. Let’s use PDG to create nodes, change parameters and push buttons! View Post

PDG 101 – Pt.13: Houdini Engine in UE4

Like probably a lot of people, Chris has been playing with Unreal over the past months. So since Houdini Engine has a new plugin for UE4 and APIs are still super fun to play with, why not try build...

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Vellum 101 - Sphere Packing A Surface

We've been awed by Kohei Nawa's Pixcell artworks: http://kohei-nawa.net/works/pixcell - and of course we thought this wou...

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PDG 101 – Pt.12: Faux 3d printing

Does your 3d print take to much time? Why not try printing virtually then! In this video Chris shows you how to (ab)use a software originally created for 3d printing to add a unique stop motion eff...

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Advanced Setups 01 - Genetic Algorithms

In this course's first episode we're diving into an optimization algorithm inspired by natural selection. Although the idea itself is quite simple, it is able to reproduce given images using only a...

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Advanced setups 00 - Intro

It's time for a new course - and Mo has been looking for a topic that'd allow him to bundle together a few of the more involved setups he built. So "Advanced Setups" it is. How original.

In ...

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PDG 101 – Pt.11: Comping in COPs

It's still space time here on PDG101. We finish the setup from last episode and take this as an opportunity to explore automated comping as well using COPs.

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PDG 101 – Pt.10: Online Data & APIs

We’re continuing our journey into using PDG instead of Python in our setups. In this episode Chris shows you how to get data from online services using APIs and how to create a space-selfie using...

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Vellum 101 – pt. 34: Guest Tut – Vellum Sewing Pt. III

Happy to have Simon Fiedler back for another guest tutorial. Actually three tutorials covering different aspects of a setup he built...

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Vellum 101 - pt. 33: Guest Tut - Vellum Sewing Pt. II

Happy to have Simon Fiedler back for another guest tutorial. Actually three tutorials covering different aspects of a setup he built...

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Vellum 101 – pt. 32: Guest Tut – Vellum Sewing Pt. I

Happy to have Simon Fiedler back for another guest tutorial. Actually three tutorials covering different aspects of a setup he built...

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PDG 101 – Pt.9: HDAs & File Tags

PDG is all about working faster and one vital aspect of this is creating digital assets. So in today's episode Chris shows you how to turn the last setup into a custom TOP node and how to rebuild s...

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Rendering 101 – pt. 31: Guest Tutorial – Additive Particle Shading

After our latest free tut one of the first questions that came up was “How d...

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PDG 101 - Pt.8: Command Line Programs & Texture Synthesis

In this two-in-one episode Chris shows you how to control external programs with tops while creating custom aerial photography for your Houdini heightfields using the amazing texture synthesis tool...

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Vellum 101 - Attaching Hairs To Softbodies

Another question we found in our inbox which turned out to be more involved than anticipated is: “How do you attach Vellum hairs to softbodies so they can be both simulated together?”

In ...

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Vellum 101 – Grain Infection

You ask for it, Mo tries to cook up something. This time we received a few questions on how to achieve this effect done ...

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PDG 101 - Pt.7: Product Lineup

It's time to tackle that one job everybody hates: The product lineup! In this episode, Chris shows you how to render hundreds of products, while keeping the client happy and yourself sane.

F...

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PDG 101 - Pt.6: Render Manager

Render managers like HQueue or Deadline can be a huge help in rendering large projects. But they can be quite difficult set up and, if you're using only one machine, a lot of features are no use to...

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PDG 101 - Pt.5: Problem Solving in TOPs

It's time for our first meta-episode in this course! Chris shares his best practices for coming up with top nets to solve more unusual problems, that might appear in your projects.

You can fi...

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PDG 101 - Pt.4: Batch Processing

Got tons of files on disc, you need to process? Let's automate this using tops!

In this video, Chris Kopic creates a batch processor in tops that takes stl files from threedscans.com, polyred...

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Unreal Engine Blueprints - Pt.19: Finale - Using For Loops & Spawning Multiple Actors

In the final video of our Blueprint workshop we're creating a for-loop to spawn multiple actors.

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Unreal Engine Blueprints - Pt.18: Scale Down Animation

We're tweaking the scale of our animation.

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Unreal Engine Blueprints - Pt.17: Maintaining Velocity & Additional Impulse

We're tweaking our particles velocity.

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Unreal Engine Blueprints - Pt.16: Adding Impulse

We're adding impulse to our particles to make them behave more like popcorn.

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PDG 101 - Pt.3: Wedging 2

Tweaking simulation parameters until you end up with something that looks decent can be a pain. Why not automate that task and let Houdini try out a bunch of paramters by itself while you grab some...

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Unreal Engine Blueprints - Pt.15: Recap & Final Steps

Quick recap of what we did and finalizing the color section of our Blueprint.

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Unreal Engine Blueprints - Pt.14: Sending Color to The Actor

Let's tell our blueprint actor which color it should use.

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