XaiJu
entagma

entagma

patreon


entagma posts

Full Res Artwork: Yarnworks

Our current tutorial's artwork in its 4k glory.

 The full tutorial: https://vimeo.com/237317079 

View Post

Volumes 101: Organic Cells

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

View Post

Volumes 101: Reshaping SDFs

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.

View Post

Full Res Artwork: Scaling The Bullets Dynamically

Here's the Bullet sim rendered in full res

View Post

Render Setup: Scaling The Bullets Dynamically

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.



View Post

Render Setup: Packing The Torus

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


View Post

Full Res Artwork: Packing The Torus

Here's our banner graphic in full res for your viewing pleasure.


View Post

Volumes 101: Volume Gradient

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.

View Post

Volumes 101: Volume Booling

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...

View Post

100 Patrons - Goal Reached!

You 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!

View Post

Render Setup: Artistic Quadtrees

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...

View Post

Full Res Artwork: Artistic Quadtrees

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

View Post

Volumes 101: VDBs vs. Standard Volumes

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.

View Post

Volumes 101: Signed Distance Fields

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.

View Post

Should we repost free tutorials on Patreon?

We release a free tutorial every second week - would you like us to post them on Patreon as well?

View Post

Full Res Rendering: Space Colonization

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.

View Post

Render Setup: Space Colonization

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.

Download Project File 

The pas...

View Post

What's In The Premium Course On Volumes?

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...

View Post

Volumes 101: Vector Volumes

A quick primer on how Houdini allows you to store more than just a simple density value in a given volume.

View Post

Render Setup: Flight Paths

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.

Download Project (220MB zip) 

The password for this .zip file is: flyinhigh

View Post

Full Res Rendering: Visualizing Flight Paths

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.

View Post

Volumes 101: Volume Basics

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.

View Post

Niklas Rosenstein: Python Wunderkind

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 :)

View Post

Hello World (How Creative...)

Edit: 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

View Post