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Season Two Is Coming To An End

With our new years resolutions still fresh and our bellies still full with cookies and christmas cake, we decided that in order to deliver everything we have in mind for 2018 it would be good to start...

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TD Essentials: Parallel Transport

CCurve framing is important for a lot of things, like trajectories, creating geometry from curves or aligning copied geometry to curves. In this tutorial Manuel implements the parallel transport...

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Quicktip: Rayleigh Taylor Instability (Season 3 Is Here!)

Yeeeha! We are back. To start off season three in a gentle way, let’s look at an easy setup to produce intricate eye candy. Also watch Mo burning his fingers on microwaved ink. The pleasures of real...

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Directions From Growth

When dealing with growth solvers, often you not only need the growth itself, but a direction vector. For exapmple to copy feathers onto a surface, or other directed object, like knitting loops. In this...

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Interference Patterns

While on season break we received quite a few questions. One of those mails pointed us to the amazing work of Loris Cecchini, a sculptor who created (among other stunning artworks) those wave pattern...

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Quicktip: Signed Distance Outlines

Signed Distance Fields are very versatile. In this installment of the Entagma tutorial stream, Manuel shows you how to use a SDF volume to create outlines around an arbitrary object. By remapping the...

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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...

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Kitbash Vein Growth Part 1

This tutorial shows you how to create a procedural vein, that is composed of small segments that you drawn by hand. This way the overall look of the vein is art-directable. While creating the vein you...

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Kitbash Vein Growth Part 2

This time we extend the setup from two weeks ago. Randomly selected branches are added to the vein. We create rendering geometry for the splines and eventually make the vein grow. To grow the branches...

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A Tribute To Numberphile: Visualizing Recamán’s Sequence in VEX

One of my favorite Youtube Channels is Numberphile. They are one of the driving forces behind my newfound interest in maths. In a recent video they shed some light onto a sequence of numbers called...

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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...

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Isocontours: Importing & Exporting Vectors to/from Houdini

Niklas Rosenstein is with us again! And if Niklas is in the house, chances for some Python code are pretty high. This time we’ll import vectors from Illustrator into Houdini, create an...

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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...

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Building Your Own Houdini Workstation

It finally happened – here is the long feared hardware episode you’ve not been waiting for! As Mo recently started freelancing, he decided he’d need a new computer. Also he decided to build it himself....

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Nerd Rant: Hardware – DIY vs. Pre Built

This is an experimental post. As we often sit down to discuss different topics from our Entagma life, this time we just switched the camera on and created a vlog-type movie for you. Just the right...

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Houdini Game Tools: Assembling a 3D Scan Of The Earth

Although they are technically called “Game Tools” there are quite a few cases in which you might want to use these assets built by the talented folks at SideFX. For example when you’re gonna do geodata...

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Nerd Rant: Render Engines

There are many render engines out there nowadays and it’s not easy to choose the right one. CPU or GPU, biased or unbiased. In this video we discuss the pros and cons of different render engines from...

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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...

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Create and Simulate a Procedural Rope

Today we’ll create a procedural rope and simulate it using the grain solver. There are always many different ways to achieve stuff in Houdini. In this tutorial I chose the VEX route to generate the...

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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...

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