All posts filed under: Tutorials

Houdini 17 Is Here – A Quickstart to Vellum

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One of the most exciting features that Houdini 17 introduces is Vellum: A new simulation framework based on XPBD. (Extended Postion Based Dynamics – In essence grains on steroids.) That means stable and fast simulation of (almost) everything softbody: Cloth, Wires and well – softbodies. In this quickstart series we’ll take you through the bare basics of how to get started using Vellum.

Create and Simulate a Procedural Rope

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Today we’ll create a procedural rope and simulate it using the grain solver. There are always many different ways to achieve stuff in Houdini. In this tutorial I chose the VEX route to generate the rope. This gives a nice self-contained node that can easily be turned into a digital asset. The procedural rope is then deformed to a simulated wire using wire deform. Download end file

Crochet – Blending between Delaunay and Voronoi

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Here at Entagma we love to deal with yarns. This video extends the “yarn-effects” with a crochet approach. Using the delaunay triangulation of an input mesh and its dual diagram, the voronoi mesh, we build a procedural model that uses point color to blend smoothly between the two. That gives an intricate pattern, especially in the blending regions. As a bonus we animate the effect. Download end file

Nerd Rant: Render Engines

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There are many render engines out there nowadays and it’s not easy to choose the right one. CPU or GPU, biased or unbiased. In this video we discuss the pros and cons of different render engines from our humble point of view. As a bonus we talk about LUTs and view transforms.

Nerd Rant: Hardware – DIY vs. Pre Built

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This is an experimental post. As we often sit down to discuss different topics from our Entagma life, this time we just switched the camera on and created a vlog-type movie for you. Just the right thing to watch on a otherwise boring “no-new-tutorial Monday”. After Mo’s post about building his own workstation we started to discuss further what the best strategy is to acquire a machine for GPU rendering. Buying off-the-shelf hardware has advantages, […]

Low Poly Transform

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Blending smoothly between a high-poly mesh and its low-poly representation is a subtle but useful effect. In this tutorial you’ll learn how to create two versions of the same object, one smooth and one facetted, with the exact same topology. This enables you to blend between the two using a falloff value.