Full Res Artwork: Yarnworks
Our current tutorial's artwork in its 4k glory.
The full tutorial: https://vimeo.com/237317079
2017-10-09 11:14:35 +0000 UTC View Post
Our current tutorial's artwork in its 4k glory.
The full tutorial: https://vimeo.com/237317079
2017-10-09 11:14:35 +0000 UTC View Post
In this one we'll put the advection technique we've been exploring previously to use and create two setups - one forming another abstract head sculpture and the setup we used in the promotion for this course. Have fun :)
P.S.: For the final rendering you'll need to download the "Hamarikyu Bridge B" HDR from HDRLabs: http://www.hdrlabs.com/sibl/archive.html
2017-10-05 20:30:15 +0000 UTC View Post
This is a quick one (under 5 minutes) which we'll need to get out of the way in order to be fully prepared for next weeks tutorial when we'll finally build our big setup(s).
Nevertheless this tutorial explains a very basic yet important set of tools for reshaping SDFs that we'll be using quite a bit.
2017-09-28 07:57:43 +0000 UTC View Post
Here's the Bullet sim rendered in full res
2017-09-25 11:59:20 +0000 UTC View Post
This setups contains a little chop work to make the cam follow a curve and some expressions to calculate the focus distance. And it uses some logic to generate a falloff attribute that decays over time.
Here's the render setup for the "Packing The Torus" scene. It uses the old instancing workflow for particles in Redshift, instead of packed prims, but this workflow is still valid. Be aware that all shaders are still defined in the shop context. Since H16 they moved to the mat contex.
This setup makes use of the "Old Industrial Hall" HDRI from
http://www.hdrlabs.com/sibl/archive.html
2017-09-22 19:05:25 +0000 UTC
View Post
Here's our banner graphic in full res for your viewing pleasure.
This is the beginning of a multi-part tutorial in which we'll build the setup used in most of our title cards for the Volumes 101 course.
We'll start by exploring two simple yet powerful tools here: The volume gradient and VDB advection.
Let's start by going over what a volume gradient ist, how it can be generated and why it is so useful.
2017-09-21 06:50:48 +0000 UTC View Post
After we went over the most fundamental aspects of using volumes in Houdini, let's start gently. With a classic setup - booling geometry. A technique made simpler and more reliable by using voxels instead of meshes. Just boole the eff out of your geometry!
A few days after finishing this tut it occured to me that I totally didn't like the rendering, so I gave it a second try - this time using Redshift. I've attached that scene file instead.
In order for this render setup to work you'll n...
2017-09-13 07:22:00 +0000 UTC View PostYou crazy people of the internet! We are blown away. For the second time in a short period you showed us how enthusiastic & commited you are. We just had our 100th Patron sign up. Thank you all tremendously!
This means we've just reached our very first goal. As promised we already lowered the price for the In-Depth-Knowledge reward. From now on you'll gain access to our premium courses for just 29$/mo.
Thanks again to all of our Patrons & suporters! You guys rock!
2017-09-12 15:38:32 +0000 UTC View Post
In this setup we used the "Barcelona Rooftops" HDRI from:
http://www.hdrlabs.com/sibl/archive.html
In order to get the same reults you'll need to download it over at hdrlabs. They've got a really great collection of a wide variety of HDRIs.
The project file is attached to this post :)
Also we've attached another version that purely relies on VEX to build the quadtree. As you can imagine it's a ti...
2017-09-11 11:40:15 +0000 UTC View Post
Another magnificient 4K image straight outta Munich. This time it's the hi-rez version of the rendering we created for our Artistic Quadtree tutorial
2017-09-11 11:40:01 +0000 UTC View Post
Continuing our volume fundamentals, we take a closer look at the differences between VDBs ad standard Houdini volumes, with a focus on representing geometry in volumes. We will find out why VDBs are a really clever alternative to standard volumes and what makes them so fast.
2017-09-05 13:35:22 +0000 UTC View Post
Continuing our foundations of how volumes work, here's a short introduction to Signed Distance Fields. A really neat way of storing geometry in volumes.
2017-08-30 11:30:35 +0000 UTC View PostWe release a free tutorial every second week - would you like us to post them on Patreon as well?
2017-08-29 08:15:39 +0000 UTC View Post
Here it is in its full rez glory: The rendering we created as a preroll image for our tutorial on Space Colonization. Finally all these tiny details in this beautifully colonized space on a scale they deserve.
2017-08-28 12:47:37 +0000 UTC View Post
In this setup we used the "Old Industrial Hall" HDRI from:
http://www.hdrlabs.com/sibl/archive.html
In order to get the same reults you'll need to download it over at hdrlabs. They've got a really great collection of a wide variety of HDRIs.
The pas...
2017-08-28 12:46:11 +0000 UTC View Post
We're still excited that we're on Patreon! To channel all this energy here's a quick rundown of what you can expect from premium courses:
We plan premium courses to be a consecutive series of video tutorials that deal with one single topic. We will release the tutorials consecutively as the course is being recorded. One course will contain around 10 individual video tutorials with the goal of releasing two tutorials per month.
The first course is Volumes 101. We will exp...
2017-08-23 06:35:51 +0000 UTC View Post
A quick primer on how Houdini allows you to store more than just a simple density value in a given volume.
2017-08-21 18:41:34 +0000 UTC View Post
Mantra and some of Nasa's amazing Blue Marble textures in this render setup from our recent tutorial on flight routes. Includes AE comp files.
The password for this .zip file is: flyinhigh
2017-08-17 07:50:54 +0000 UTC View Post
Here it is in its full rez glory: The rendering we created as a preroll image for our tutorial on visualizing flight paths. Finally all these tiny detials on a scale they deserve.
2017-08-17 06:56:47 +0000 UTC View Post
Welcome to Entagma's premium course on volumes. From the foundations to the intricacies of working with volumes in OpenCL - we've got you covered. This course will take you on a path to dicover Houdini's amazingly powerful volume toolset. This is unheard of in any other 3D software - Volumes allow you to model geometry, store complex particle movement or to plainly model nice clouds. Follow Mo as he walks you through the deep waters of Volumes, Voxels and Houdini.
2017-08-17 06:53:33 +0000 UTC View Post
You might have asked yourself "Who is this Niklas guy doing that Python thing?" ... or you might have not. In any case this is us chatting with Niklas about all things coding, Python and (a tiny bit) Houdini. Enjoy :)
2017-08-17 06:48:02 +0000 UTC View PostEdit: Now we're live. It now seems a slight bit less crazy to become a Patron :)
Welcome guys and thanks so much for considering to support us!
:) Cheers,
Mo
This is just a short test post to remind you that Entagma's Patreon isn't yet officially live. I mean you can already support us. Yet supporting a Patreon that's not yet launchend - that'd be downright crazy, right?
Cheers,
Mo
2017-08-17 06:45:19 +0000 UTC View Post