We have something special for the upcoming holiday season for you: Snowflakes! This was the very first paper I ever implemented in Houdini – what a feeling! I recorded it a while back in summer but then decided to wait until the right season. As the first snow is hitting the Munich area I guess it is about time to release the tut 🙂
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.
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 […]