Rendering 101 pt. 17: Displacement in Redshift
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View ArticleRendering 101 – pt. 18: Layering Materials (Plus A Bit Of Curvature)
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View ArticleThe Houdini Donut Tutorial!
EDIT: Simon Fiedler just informed me that in fact we’re not the first ones to do a Houdini Donut tut. Dang! Kudos to Konstantin Magnus! — Mo has recently started learning Blender. (Don’t worry – we...
View ArticleGuest 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...
View ArticleRendering 101 – pt. 19: Faster GI Using Irradiance Caching & Irradiance Point...
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View ArticleSimulating Fabric Hoses In Vellum (Or: How To Rip Off Your C4D Friends)
Recently I’ve been talking to our dear friend and übertalented designer/creative/artist Vincent Schwenk about his recent main- and side projects. One thing that came up was a certain dynamics setup...
View ArticleRendering 101 – pt. 20: Color Space Basics & Intro to ACES
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View ArticleGuest 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...
View ArticleRendering 101 – pt. 21: Instancing In Redshift (Plus A Bit Of Shading)
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View ArticleHoudini 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...
View ArticleRendering 101 – pt. 22: Using Redshift Proxies
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View ArticleHoudini On Mushrooms Pt.2: Point Deform In-Depth: The LinAlg Monster
Be careful what you whish for! 🙂 In this video we’ll be diving into the depths of Houdini’s point deform node. What superficially looks like a trivial task turns out to be a bit more involved than Mo...
View ArticleRendering 101 – pt. 23: Building A Procedural Wood Shader In Redshift
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View ArticleBehind The Scenes: Mo Fixes His Audio (Great Advice For Recording!)
One particular comment on YouTube pointed out that apparently Mo’s recordings had some sort of weird Audio issue. Today Mo goes about fixing it.
View ArticleRendering 101 – pt. 24: Building Non Photorealistic Shaders In Redshift
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View ArticleSilly 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
View ArticleSilly 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...
View ArticleRendering 101 – pt. 25: AOVs In Redshift
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View ArticleSilly Pillow Pt.3: Post-Simulation Tweaks Using CHOPs
This might be the first time in Entagma history that Mo is touching CHOPs. And it’s for a reason: we’re gonna adjust and filter our simulation’s result. Download Project File
View ArticleSilly Pillow Pt.4: Shading & Rendering In Redshift 3D
For our final sprint we’re talking shading, lighting and rendering our simulation results in Redshift 3D. Download Project File
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