Author: Manuel

Directions From Growth

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WWhen dealing with growth solvers, often you not only need the growth itself, but a direction vector. For exapmple to copy feathers onto a surface, or other directed object, like knitting loops. In this tutorial Manuel explains how to calculate direction vectors on the surface by using the gradient.

TD Essentials: Parallel Transport

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CCurve framing is important for a lot of things, like trajectories, creating geometry from curves or aligning copied geometry to curves. In this tutorial Manuel implements the parallel transport algorithm that transports an initial normal vector along a curve to create a smoothly varying frame. But be warned. This video is very VEX heavy.

Procedural Modeling Of Water Droplets

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If you want to make your product appear nice and fresh in your TV commercial, chances are that you’ll put water droplets on it. This effect is very popular in advertising. In todays installment of the Entagma tutorial stream, Manuel shows you how to procedurally build such an effect in Houdini.

Live Rendering of Heightfields in RS

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Heightfields are a nice addition to Houdini 16 for environment work. They more or less replicate the functionality of programs like Worldmachine. In today’s tutorial Manuel shows you how to create a terrain from scratch in Houdini and how to render it directly in Redshift3D, without baking out textures manually.

Scaling The Bullets Dynamically

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Today we scale live dynamic objects and make the scaling affect the running sim. You’ll gain some insights into how the Bullet solver inside of Houdini works and how it operates more efficiently using packed primitives. Manuel goes over the ins and outs of modifying a Bullet sim dynamically.

VEX in Houdini: Space Colonization

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Branching growth is fascinating as it has a lot of hidden structure to it and is very intricate. Many methods have been proposed over the years to model branching structures, like trees. One algorithm that is particularly beautiful and simple is the “Space Colonization” algorithm, that Adam Runions proposed in 2007. It models branches by looking at their competition for space. The space that contains the branches is filled with points that serve as attractors […]

Connect The Yarns – With the PBD Solver

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This time Manuel is talking about a straightforward way of dynamically connecting simulated yarns. Although, this can be achieved with the wire solver this tutorial uses the PBD solver (grains) in Houdini to simulate the yarns, as it’s easier to work with and gives nice results, quickly. Especially as collisions between yarns are not important here.

FMX Special: A Point Based Growth Solver

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At FMX 2017 Entagma had the pleasure to talk as part of “Houdini Day”. Among other things we explained how to create a propagation growth solver. Here we’ll show how to build this setup. We introduce the concept behind propagation growth and implement the solver in VEX. It is point based although one might want to implement it directly in volumes. The point approach is simpler to tackle, though.