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Rendering 101 pt. 18: Layering Materials

One of our bread and butter techniques when it comes to adding detail into our renderings is using layered materials where we blend between multiple shaders. In this brief video Mo introduces the b...

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Rendering 101 pt. 17: Displacement in Redshift

This time Manuel talks about how to setup sub-polygon displacement in Redshift3D. After going through the steps necessary to make RS render Displacements we'll explore the different option the engi...

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Rendering 101 pt. 16: Subsurface Scattering in Redshift – 3 Flavors

 This is Mo’s take on the three different techniques currently available in Redshift to create translucent materials. 

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Rendering 101 pt. 15: Volume Shading Principles Demonstrated In Redshift

Another one of those very (very!) frequent questions concerns shading volumes in general and in Redshift specifically. 

Here's Mo's take on the underlying principles of volumetric look d...

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Rendering 101 pt. 14: Photon Mapping / Caustics In Redshift

As you might be able to guess from this video, Mo isn't the biggest fan of Photon Mapping, but in order to get caustics in Redshift, he has to work through it.

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Rendering 101 pt. 13: Lighting & Rendering Glass In Redshift

Note: I added a second .hip file where I slightly increased the liquid's roughness. This brightens up the liquid a bit due to the fact that we're now getting more rays from the backlight refracted ...

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Rendering 101: Which Engines To Keep?

Heyhey,

as the basics phase of rendering 101 is coming to a close, I'd like to continue with covering more intricate topics. However doing so for six(!) engines in parallel is slowing down th...

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Rendering 101 pt. 12: Basic Setup - V-Ray

 Based on our initial Mantra setup we adapt our scene to be rendered in V-Ray. 

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Rendering 101 pt. 11: Basic Setup - Arnold

Based on our initial Mantra setup we adapt our scene to be rendered in Arnold.

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Rendering 101 pt. 10: Basic Setup - RenderMan

 

Based on our initial Mantra setup we adapt our scene to be rendered in RenderMan.

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Rendering 101 pt. 9: Basic Setup - Octane

Based on our initial Mantra setup we adapt our scene to be rendered in Octane.

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Rendering 101 pt. 8: Basic Setup - Redshift

 Based on our initial Mantra setup we adapt our scene to be rendered in Redshift. 

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Rendering 101 pt. 7: Basic Setup - Mantra

Let's get finally started and render something in Houdini. To make this an easy start we're gonna be using a very simple scene and set up a three point light setup in Mantra.

In this video we...

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Rendering 101 pt. 6: Three Point Light (Studio)

Although at this points it's somewhat of a clichée, three point lighting has long been a go-to setup for quickly setting up a reliable light configuration, so let's talk about it once and then qui...

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Move Geometry Along a Curve

Rigging in Houdini is a misterious topic. Even simple rigging like this. Whenever you want to move one object along a curve you're probably using CHOPs based constraints on the scene level. But wha...

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Rendering 101 pt. 5: Studio Intro / Light Formers

Admittedly this took longer than anticipated. One failed day in the studio ended with a photo subject being shattered in pieces and me reshooting four hours of studio work... Well at least I manage...

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Particles Part 09 - Rain Part 01 - Setup

This time we'll create an often used effect, a wet road with rain pouring down. While particles are the meat of the effect it really starts to shine by using a wetmap for shading. After coming up w...

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Rendering 101 pt. 4: Theory - Lights

Taking pictures in real life involves dealing with light sources. Creating synthetic images involves creating light sources in our render engines.

In this video Mo rambles on about how real l...

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Rendering 101 pt. 3: Theory- Camera Models & Film Response Curves

When taking pictures, we're usually using some sort of camera, no matter if it's in your cell phone, if it's a nice DSLR or that old school Polaroid camera you hipsters keep showing off with.

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Rendering 101 pt. 2: Theory- Materials, BxDFs, Fresnel & Microfacets

Bright petrol green plastic, warm shiny copper, clear glass, waxy jade - materials define how objects in a scene appear. But how do we model this plethora of appearances? Let's talk BxDFs, Fresnel ...

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Rendering 101 - Theory: Raytracing, Pathtracing & Monte Carlo

Before we dive head first into our first renderings, I think it's cool to get an idea of how a computer actually calculates how light propagates through a scene and how it computes an image.

...

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Rendering 101 - The Overall Plan

Hooray! Mo finally convinced himself to start a new course. Rendering 101 it is!

In this video Mo rambles on about where he likes to take this course: Communicating a general understanding of...

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Patreon Special: Importing an MRI Scan as VDB Volume

Volumes are versatile and can be used for some nice effects. So I got excited when I found the sliced data of a very high resolution MRI scan online. That can be turned into a VDB I thought and sat...

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Redesigned Website (Incl. Patreon Exclusive Content)

This one took us ages. Literally I had a houseplant grow big and die in the process of figuring out how to redesign our website. It's done finally and we encourage you to try it out and (hopefully ...

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Volumes 101 - New Since H17 (Visualisation & Sourcing)

What's going on guys? Why the recent interest in the Volumes Course? (Comments, plz!)

Anyway, happy you're digging it. But apparently there is some confusion about updates/changes since Houdi...

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Vellum 101 - Inflation by Attribute

EDIT: Added file(s) for Houdini 18.5

How do you trigger a specific behaviour in Vellum using another attribute?

In this tutorial we'll have a look at two ways of triggering the inflati...

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Particles Part 08 - Sticking Particles To Animation And Basic Mantra Rendering

I often get the question how to move simulated particles with an animated mesh. This video shows one technique to achieve this. We'll simulate particles travelling on the surface of a torus and the...

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Vellum 101 - Slicing Grain Softbodies

After last week's grain softbodies, let's use that technique to have some fun and build a quick and easy setup that chops up an object into soft and squishy pieces.

As you can see by my prev...

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Vellum 101 - Grain Softbodies in Vellum

When discussing simulation techniques with colleagues recently, Martin Salfity wondered how I'd go about setting up what he'd done here using purely old-school grains:  2019-09-12 09:01:00 +0000 UTC View Post

Vellum 101 - Structural Optimisation

Still on the road, still working from a laptop. Turns out that this setup isn't really the most efficient thing to do without a beefy workstation but hey - let's just take the challenge!


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