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Particles Part 07 - On POP Streams And How DOPs Work

Again it's time for some theory. We successfully used streams with the Plant Growth videos, but today I will dive deeper into how what streams are, and how exactly they work. We'll dissect some inb...

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Vellum 101 - Activating Grains

This is what happens when we travel: Grainy Mantra rendering for the intro, weird audio and a screencap that is mostly working. Nevertheless this is a quick and easy one: How to activate grains usi...

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Particels Part 06 - The Curve Force Twister

This time we focus on a classic in particle simulation, a twister effect. This is an excellent opportunity to have a close look at the CurveForcePOP and all of its settings. The setup is quite stra...

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Freebie: Redshift Thinfilm Shader

 

We recently had to create a physically based thinfilm shader in Redshift. This is the result. It's a slightly simplified version of this OSL shader from gamedev.net, implemented using ...

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Vellum 101 - Tearing A Bag Of Grains

Short quick video today - still working through your questions regarding Vellum. Today we'll set up an example combining tearing cloth and grains. The setup is pretty straightforward, just the simu...

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Particles Part 05 / 02 - Plant Growth With POPReplicate

Here comes part two of our ecosystem setup. This time we'll add branches to the growing stems from part 1. We investigate the use of the POP replicate further, discuss the differences between its t...

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Vellum 101 - Looping A Simulation

Instagram videos, trade show installations or video game menus all need this; Looping background animations. Pretty straightforward when you're animating the traditional way - just keyframes and cu...

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Particles Part 05 / 01 - Plant Growth With POPReplicate

Today we'll talk about a very important DOP. The POPReplicate. We'll create a particle system that generates procedural geometry. For this we have to create trailing particles that follow their par...

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Vellum 101 - Peeling Off

Recently we had to build a setup to peel off a piece of geo from an underlying mesh. It turned out more straightforward than we originally anticipated.

Here's how we did it.

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Particles Part 04 - Tubular Flow With Vector Fields

After looking at particle theory we now understand that we can drive particles by altering their velocity instead of using forces. This video shows you how to use VDB vector volumes to store a velo...

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Vellum 101 - Crushing A Can

Ever felt so frustrated you needed to vent? By crushing an innocent can?


Look no further: In this tutorial we'll go through the steps necessary to use plastic deformation in Vellum...

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Vellum 101 - Balloon Popping

Often requested, seldom answered: How do you pop a balloon in Vellum?

In this tutorial we'll go through the steps necessary to disable pressure constraints if weld constraints in your simulat...

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Particles Part 03 - The Principle Of Particle Simulation

After two episodes with practical examples it's time for some theory. In this episode I'll show you how a POP solver does force and velocity integration to simulate the particles. Equipped with thi...

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Vellum 101 - Stiffness Dropoff


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Vellum 101 - Voronoi Cloth Bags

One of our very first setups we tried pulling off in Houdini.


In this tutorial we'll go over how to set up a bunch of connected voronoi cell shaped cloth bags that are held in plac...

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Particles Part 02 - Conform To Surface

Same base object - brand new effect. Today we'll make particles conform to the underlying surface by using the double cross product. This is a standard technique for creating a surface constraint. ...

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Vellum 101 - Locomotion Using Fiber Constraints

Ah! The classic FEM setup: Weirdly moving, crawling softbody creatures that make you shiver in slight disgust. Good news: It can be done in Vellum too! Same level of disgust but faster simulation t...

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VEX101- Implementing A Paper: Hidden Point Removal

Time for a small add-on to our VEX101! I've been commuting quite a bit this year and when you find yourself sitting in an express train it can get boring. Luckily Jake Rice pointed me to a few pape...

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Vellum 101 - Blend Shapes

Ever had that moment when you stumble upon a node you for some reason missed until now? Exactly what happened to me when I saw the Vellum Rest Blend node. It's rather useful if you want intricate c...

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Particles Part 01 Addendum - Shading in RS

Here's a walk-through of the Part 01 particle scenes render setup. It's done in RS but a Mantra setup would look quite similar. This video explains how to genereate geometry for the particles on re...

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Particles Part 01 - Paint Removal

Hi folks. This video marks the start of a new course on Entagmas Patreon. Particles! Particles are versatile and visually interesting and Houdini is capable of handling tons of them. At the same ti...

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Vellum 101 - New In Houdini 17.5: Per Point Friction

Yay! Houdini 17.5 has been released and while everyone is trying out PDG, we're focusing on the newest addition that's been brought to Vellum in this version: Per point friction. This allows us to ...

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Vellum 101 - Force Directed Graph

Force directed graphs are a popular way of visualizing the relationships within a given set of data. While the term might sound intimidating, the idea behind it is quite straightforward: For each c...

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Vellum 101 - Connecting Wires

Admittedly I craved for a bit more VEX coding and I found rebuilding Manu's old "Connecting the Yarns" setup in Vellum to be exactly the right dose of coding I needed :)


In this tu...

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Vellum 101 - Inflating Ballons Into A Shape

Another really popular question regarding Vellum: How do you inflate geometry so it fits inside an arbitrary geometry? Admitted - this can look neat and has a wealth of applications in motion desig...

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Vellum 101 - Soft Constraining Grains & Soft Bodies

EDIT: Updated/Added Scene File For H19

Weirdly enough we've been receiving quite a few questions regarding soft constraining Vellum objects in the past days, so why not answer them in a shor...

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Vellum 101 - Twisted Wires

Again one of those posts where I lost the inspirational link. If anyone kows which festival opener I'm referring to (saw it on Behance) - please comment.

Apart from that pretty straightforwar...

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Vellum 101 - Pills (Rigid Bodies & Grains)

Someone (sorry, my poor brain can't remember exactly who) asked if it'd be possible to combine bullet dynamics and Vellum. While we so far only found unsatisfactory solutions for this problem, ther...

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Vellum 101 - Swirly Cloth (Vellum + POP Attract)

In this one we'll have a look at how to use a POP Force like The Pop Attract and Pop Axis Force to direct where our simulation is moving.

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Vellum 101 - Shrinkwrapping

Flavio asked how to attract vellum cloth to a piece of geometry - a setup we too need quite often. Not only can you use it to wrap virtual goods in packing paper, it also makes for some nice shrink...

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