All Posts tagged “simulation

Ribbon Knot pt.2: Art Directing Wrinkles

In our last free tutorial we tied a ribbon into a knot, but what if you want (or need) to work on details like wrinkles or want to reshape parts of the knot? In this tutorial Mo covers one technique to arrange the detailed shape […]

Tying A Ribbon Knot in Vellum

That special season of the year is creeping ever closer and you might be starting to think about gift wrapping. One important aspect of which is the decorative ribbon that goes around it. Not that we’re particularly talented at arts and crafts, but we were […]

Test Driving Houdini 19: Creating Wrinkles & Rendering Them In Karma XPU

It’s Halloween(ish). – so Mo decided he’d create something creepy. And this is as creepy as his mind gets. No judging. In this tutorial we’ll cover the creation off stress maps to drive the procedural generation of wrinkles using Houdini’s Karma XPU and MaterialX displacement. […]

Rope Typography Using Houdini’s Vellum & Octane Render

After seeing polygonpen’s C4D Rope tutorial on Lesterbanks, we though – why not give it a go in Houdini. So in this tutorial we’re gonna go over creating a basic vellum sim which will form the backbone of our rope typo, then creating said rope […]

Axiom Solver: Dissolving Logo

In our tradition to being late to the party, we’re giving Matt Puchala’s Axiom solver a spin. It’s a lightweight and fast pyro solver for SideFX Houdini, enabling interactive workflows with smoke or fire simulations. In this video we’re gonna use it together with Houdini’s […]

Mograph Liquids: Controlling FLIP Fluids Via Curve Forces

Been going through a few of Jeff Wagner’s feature presentations from a the last few Houdini releases and stumbled upon a gem which I thought I’d base a setup on: Controlling FLIP fluids using a curve. Throw in a tiny bit of VDB/VEX magic and […]

Bubbles Again: Simulating Soap Swirls Using FLIP

By now it might have become apparent that Mo might be a bit fixated with soap bubbles and soap films. We covered Minimal Surfaces, soap film shading in Octane and in Redshift. Yet we deliberately omitted one crucial step in rendering nice soap bubbles: Creating […]

Silly Pillow Pt. 2: Adding Detail & Tweaking Stitches

In part two of our silly pillow series, Mo adds detailed wrinkles by tweaking our Vellum sim’s constraint parameters. This makes our pillow look more like something out of a Franquin comic. Also you’ll be exposed to two lines of VEX script. You’ve been warned. […]

Silly Pillow Pt. 1: Setting Up Stitches In Vellum

Mo needed something relaxing after a longer stretch of math, algorithms and OpenCL. So we decided to build something quick, rewarding and fun: A weird inflatable structure in Vellum. Download Project File

Houdini On Mushrooms Pt. 1 – Softbody Shrooms

This is the start of a new mini-series on fundamental Houdini techniques. Demonstrated using mushrooms. Of course. We’re starting off by setting up a softbody simulation in Vellum and then using Houdini’s point deform node to transfer the low resolution simulation results onto high res […]

Guest Tutorial: Looping Flower Petals

We’re thrilled to have Houdini artist extraordinaire and educator Chris Kopic for a guest tutorial. Chris agreed to shed some light onto how he created this endless looping flower. Using vellum and a bit of houdini trickery. Download Project File

Guest Tutorial: Meshing Small Scale Flip Sims

Our friend Alvaro Moreira put quite a lot of work in optimizing small scale fluid meshes over the last couple of months. Today he wants to share his findings with the Entagma community. Watch him smooth a fluid’s surface while maintaining sharp creases between the […]

Quicktip: Fluid Splashes Using FLIP

After we went over shading, lighting and rendering refractive materials in our latest video in Rendering 101, you wanted to know how the liquid splash we used had been created. Look no further – in this tutorial Mo walks you through all the necessary settings […]

Physarum Slime Mold

While Manu and I have been on season break, my twitter stream washed up these mesmerizing, beautiful videos. Turns out they are created by Sage Jenson, a genius digital artists. But not only do they create these fantastic pieces of art, they also go to […]

Quick Wind Tunnel

Usually you’d find pyro setups behind all kinds of explosions, fires and sometimes fireworks, but how about something more calm? Something like a wind tunnel used to evaluate the aerodynamic properties of cars, trains and planes? (Please do not use this setup to evaluate any […]

Alien Orb: Vellum Grains & Redshift

The long (well – not really) lost holiday special surfaced! This was my first attempt at making something wintery, trying to cook up a snow globe. Turned out I tend to be better at producing weird alien orbs – so here we are.

Production Setup Walkthrough: Color Dust Explosion

Happy holidays everyone! After my planned snow globe tutorial turned more into a disgusting alien egg thingy, I decided to instead dig out a production setup I did a while ago, doing the (very) popular dustsplosion.

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 […]

Houdini 17 Quicktip: Setting Up Colored Smoke

Smoke and mirrors! Well Smoke mainly in this quicktip. We’ll look at a few of Houdini 17’s new pyro features – namely the new sourcing workflow and the ability to (easily) color your smoke simulation using a mesh’s colors.

Houdini 17 Is Here – A Quickstart to Vellum

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. […]

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 […]

Constraint Networks For Rigid Body Simulations

Ever tried having a bunch of instances rotating without intersecting each other? It’s a task we commonly encounter. The solution that usually works for us is a constraint network that’ll pin our instances to their position while still allowing them to rotate freely.

PBD: Dynamic Weave

Today it’s about dynamically generating a piece of woven fabric. Manuel explains how to write a VEX wrangle in the DOP context to generate connecting yarns in every frame.

Creating A Procedural Snowflake

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 […]

Live Rendering of Heightfields in RS

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, […]

VEX in Houdini: Space Colonization

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, […]