All posts filed under: Tutorials

VEX in Houdini: Diffusion Limited Aggregation (Plus Rendering in Mantra & Redshift)

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When we saw Andy Lomas’ “Aggregation” series a few years back we were struck. How could you generate those intricate particle sculptures? The series’ title hinted at one possible solution: Diffusion limited aggregation or DLA. In this tutorial we’ll build a basic DLA setup using VEX and volumes. Also we’ll talk a bit about rendering our result in Mantra and Redshift.

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.

Easy Soap Film Shader

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By far the most frequent question we received after our minimal surfaces tutorial was “how do you build that bubble shader?”. The wait is over – in this tutorial we’ll go over how to build a plausible soap film shader in Houdini’s Mantra and Octane standalone.

Packing The Torus

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Dense packings of objects onto surfaces always look stunning. There are many analytical algorithms out there to compute such a packing. In this video we’ll explore a simulation based approach to achieve a dense packing of particles with varying radius. This is more versatile and easily allows for a nice packing animation.

Guest Tutorial: Yader – Poly Garden

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We’re happy to present to you another special guest on Entagma – this time it’s Yader (who some of you might know through his great Cinema 4D tutorials). In his tutorial he’s gonna shed some light on how he built his Poly Garden setup that allows you to grow abstract polygonal shapes.

Modeling and Rendering a Quartz Crystal in Houdini 16

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When testing out a new render engine (or any tool that can do rendering), one of the typical objects I try to get a decent image of is a quartz crystal. In order to get that right, a rendering needs to contain effects such as dispersion, proper refractions and SSS. In this tutorial I’ll walk you through my first attempt to render a Quartz in Mantra in H16.

Refine The Ripple Solver

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Last time I announced a second part to the ripple solver tutorial. And here it is! This time, I rebuild the ripple solver setup by using a SOP solver to update the simulated geometry. Then I show you how to vary the wavespeed spatially. And finally I create an enclosed polygonal body from the simulated grid to be able to use a absorption shader on it.

Using The Ripple Solver

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The nice thing about Houdini is its versatility. Not only does it offer DOP solvers for fluids, RBDs and cloth, like many other applications, but it has some very specialized solvers, too. One of them being the ripple solver, that can be used to propagate waves across surfaces. And not only flat ones, like in this example!

Quick VDB Clouds

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After being asked how to create clouds for rendering in Octane (or any other Engine that supports VDBs) we dove into that topic a bit and the quickest way we found was to use the cloud tools that Houdini provides.