All posts filed under: Tutorials

Analytical Foam

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Tutorials
Analytical-Foam

As position based simulation techniques are very fast theses days, it is possible to use them to confrom intersecting spheres to each other, to model foam. Nevertheless there are other possibilities, too.

Quick Wind Tunnel

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Tutorials
wind_tunnel.Still024

Usually you’d find pyro setups behind all kinds of explosions, fires and sometimes fireworks, but how about something more calm? Something like a wind tunnel used to evaluate the aerodynamic properties of cars, trains and planes? (Please do not use this setup to evaluate any aerodynamic properties, it’s a visual setup, not necessarily a scientifically accurate one.)

Polyfolding – Part 1

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Tutorials
Polyfolding-Part-1

This is the first part of a two part tutorial. Part two will be available soon. Polyfolding is an interesting effect where you split up an object to individual bands and make them curl up. It can be used to disintegrate an object or make it appear from nothing. To achieve the curling behaviour some matrix math is needed. All primitives are treated like individual objects, with their own distinct transfomation matrix attached. Then, they […]

Quicktip: Double Pendulum In Vellum

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Tutorials
double_pendulum.Still023

Another one of those physics/math/CG tropes is the double pendulum: Take a standard pendulum (one arm that can rotate around one or more axis) and attach another pundulum to its end. The fascination for this contraption comes from the fact that it behaves extremely different depending on its initial condition.

Voronoi Morph

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Tutorials
hex_to_vor.Still023

When my office mate Benno asked me to come up with a setup to turn a bunch of hexagons into a voronoi cell pattern, it came to my mind that there is a wide variety of techniques in Houdini to achieve such a transition effect: Using built-in nodes vs. using VEX.

Implementing A Position Based Cloth Solver From Scratch

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Tutorials
Implementing-A-Position-Based-Cloth-Solver-From-Scratch

Position Based Dynamic effects are quite popular today as these provide us with fast, predictable and stable simulations. Houdini comes with PBDs packaged inside of the “Grains” node and with H17 with XPBD inside of the vellum solver. This video shows how to implement one of the ancestors of the PBD technique. The idea comes from an aritcle on gamasutra called Advanced Character Physics By implementing this Verlet based cloth solver we gain quite some […]