All Posts tagged “Instances

Render Houdini Particles with Blender CyclesX via Geometry Nodes

Transferring data between DCCs is a cumbersome but necessary task. Particles are not yet supported via nodes inside of Blender for example and usually come in from somewhere else. In this tutorial Manuel shows you how to create a surface flow particle effect inside of […]

Geometry Nodes 3.0 – Plant Growth with Fields

Now that Blender 3.0 is in beta it is time for a little more advanced setup. In this tutorial Manuel will build a multi-layered growth effect. Fully procedural plants are scattered on a procedural terrain and controlled by an effector empty. They all grow individually […]

Geometry Nodes 3.0 – Cube Grid with Fields

The Geometry Nodes Team decided to redo the architecture of Geometry Nodes for the Blender 3.0 release. Fortunately we can have a look at the new way of working immediately by using the 3.0 Alpha. This tutorial creates a similar effect as my older Cube […]

Cube Grid – Use Color on Geometry Nodes Instances

Geometry Nodes inside of Blender is constantly updated and expanded on. Using the latest Blender 3.0 Alpha we can now transfer color to geometry generated through instances. This wasn’t possible before and opens a wide range of possibilities for creative expression in Blender. Follow Manuel […]

Keycap Sculptures (Disco Ball Tiling)

When we received an E-Mail by Eduard, asking if we had any idea about disco ball packing, we were intrigued. Eduard pointed out that his (apparently very patient) wife manually tiled this sculpture and was wondering if there’s any way to automate it. He also […]

Houdini In Five Minutes 15: Packed Primitives (Theory)

Let’s dive into our last bunch of videos in this first sprint of “Houdini in five minutes” with a seemingly dry topics: Packed Primitives / Instances. Although slightly technical, it’s a powerful concept that enables Houdini to work on massive scenes.

Quicktip: Instancing In Redshift (Bonus: Particle Advection)

Last week Germany was still under a massive heat wave. And an office doesn’t get colder by running smoke sims and rendering. That’s why I had to keep this one relatively short (let’s call it a speedrun): We’ll build a particle system advected by a […]