All posts tagged: VEX

Analytical Foam

comments 13
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.

Polyfolding – Part 1

comments 4
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 […]

Voronoi Morph

comments 6
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.

Nerd Rant: DOPs

comments 10
Nerd Rant
Nerd-Rant-Dops

Recorded back in October when Mo was cranky due to reasons, Manu decided to discuss his (then) favorite topic when it comes to Houdini: DOPs. Turns out it is not so much Mo’s favorite topic. Watch this nerd rant to see us being cranky and stupid about dynamics in Houdini.

Crochet – Blending between Delaunay and Voronoi

comments 7
Tutorials
Crochet-Blending-between-Delaunay-and-Voronoi

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

Low Poly Transform

comments 9
Tutorials
Low-Poly-Transform

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.