Chris has been watching lots of gamedev videos lately and in one of them stumbled on a very neat solution for a procedural walking system. One that’s a lot easier to build than the last setup in this course. So it’s time for a revisit and rebuild of this setup. And this time even without touching any VEX!
See the amazing (and a bit mathy) tutorial by t3ssel8r that inspired this setup here:
2022-08-25 14:23:57 +0000 UTC
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The first step to create the procedural psyche transform animation is to create a weight value for all of the surface points based on their proximity to a helper object.
2022-08-18 13:35:19 +0000 UTC
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So far we talked about many important concepts of Geometry Nodes. With all the foundational knowledge in place, we can now look into more advanced setups. The upcoming videos will deal with our first real world setup example and explain to you how to build the psyche surface transform effect you see in the videos artwork.
2022-08-18 13:31:14 +0000 UTC
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You know what’s cool? Robots are cool! So today we are rigging a robot arm that can be driven by an inverse kinematic solver. This way we only need to animate one bone and all mechanical joints will move into position perfectly.
2022-07-28 14:20:34 +0000 UTC
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One of the most enlightening papers Mo read in the past years must have been Sawhney’s and Crane’s Monte Carlo Geometry Processing
It elegantly bridges the gap between techniques traditionally used to solve rendering problems and the evaluation of geometry.
In this tutorial we’ll implement a very simple example of the technique, based on an algorithm calle...
2022-07-14 14:36:22 +0000 UTC
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This week we’re taking a second look at vellum. And this time we don’t even need to worry about matrices or linear algebra, just some good old mograph fun applying vellum effects onto a kinefx character. So let’s grab some Mixamo animation and create a balloon character!
2022-06-30 14:30:18 +0000 UTC
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Do you like weight painting? No, we neither! So in this weeks episodes, we’ll take a look at procedural ways of modifying capture data inside kinefx.
This is the second and maybe less sensible video of this two part episode. We’ll just write our own darn bone deform SOP. So grab your transform matrices, your linear algebra and let’s go!
2022-06-09 15:04:08 +0000 UTC
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Do you like weight painting? No, we neither! So in this weeks episodes, we’ll take a look at procedural ways of modifying capture data inside kinefx.
This is the first and more sensible video of this two part episode. We’ll take a look at the official kinefx way of modifyfing weights with vex.
2022-06-09 15:03:02 +0000 UTC
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Now we build the procedural shader for the low poly rocks from last time. The shader again makes heavy use of noises and color ramps with some sampled colors form reference pictures.
2022-06-09 15:01:51 +0000 UTC
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In this video Manuel shows you how to create a procedural rock generator with Geometry Nodes inside of Blender. Procedural low poly rocks are perfect for populating your game level or creating some stylized landscape scenes. We put the knowledge we acquired so far to good use here and introduce new concepts like working with volumes and voronoi noise.
2022-06-09 15:01:01 +0000 UTC
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Dear Patrons, two new episodes have been released to extend the Geometry Nodes course. Unfortunately Patreon is currently having issues with embedding vimeo content. That's why the videos are only posted to entagma.com at the moment. We will post them here as soon as it is possible again.
In the meantime log in to entagma.com with your patreon credentials to watch the videos there.
https://entagma.com/
2022-06-03 15:32:41 +0000 UTC
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Thrilled to have Jeroen Claus back for a python tutorial on solving the infamous traveling salesperson problem in Houdini by using this neat python library.
2022-05-26 09:44:19 +0000 UTC
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We’re back to the fun business of misusing tools in Houdini for tasks they really weren’t built for! In this case letting vellum animate our KineFX rigs! There are some really novel uses for this though, like physically accurate secondary motion or a FBIK solver, that won’t run into jitter issues.
2022-05-19 13:56:37 +0000 UTC
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Now we apply the noise displacement to a 3D surface and pass the noise value on as an attribute to be able to use it in shading. Building an attribute driven shader we learn how to connect the worlds of geometry nodes and shading to achieve more sophisticated results.
2022-05-12 09:52:43 +0000 UTC
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Displacing geometry is a nice use case for fields. In this episode we’ll create an alien terrain by diplacing a grid using noise. While doing so we’ll dive into the principles of perlin noise and how to shape it in an artistic fashion.
2022-05-12 09:51:30 +0000 UTC
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Geometry node-trees are executed in a loop. Your algorithm is applied to all the geometric components of your object in sequence. For this to make sense, we need the ability to set individual values to ports that differ in each iteration. To make this happen Geometry Nodes has a concept called fields. In this video we’ll get some intuition on how fields work as understanding them is crucial to build more complex setups.
2022-05-12 09:50:30 +0000 UTC
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This episode is all about small, but helpful features of KineFX. We’ll precedurally generate and fix up some rigs, deform our main mesh using biharmonic capturing and enhance animations using secondary motion.
Thanks, Nelson for the comment that inspired this episode. You can watch the original tutorial for C4D here
2022-05-05 14:09:10 +0000 UTC
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Now that the vector visualizer component is finished, let’s use it to create a vector addition setup. This teaches you how to work with custom components and at the same time gives you a intuitive understanding of how vector addition works.
2022-04-21 22:09:10 +0000 UTC
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In this video we’ll explore a very powerful feature of Geometry Nodes: Node Groups. With groups we can turn any network into a custom node that can be reused later. We’ll take the vector component we finished last time and create a reusable node from it.
2022-04-21 21:57:45 +0000 UTC
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In this video we enhance the vector component. We shorten the line to make room for the tip and align the tip to the vector. And we even look into the pythagorean theorem to understand how to calculate the length of a vector.
2022-04-21 21:56:09 +0000 UTC
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Now that we understand the theory of vectors and vector addition it is a good exercise to create a vector component inside of Geometry Nodes. This introduces us to using curves and at the same time provides a nice tool to visualize vectors, when needed while developing more complex setups.
2022-04-21 21:54:20 +0000 UTC
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One side of learning Geometry Nodes is understanding the concepts of visual programming and getting to know the individual nodes. The other side is some foundational vector math knowledge. As we progress to slightly more advanced topics it is probably a good idea to review vectors and vector addition. That is what this theory video provides.
2022-04-21 19:16:56 +0000 UTC
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Nodes can not only be used to alter geometry. You can use them to change the properies of other nodes, too. In this lesson we’ll animate the setup by changing some node parameters over time.
To follow the lessons you’ll need at least Blender 3.1. You can download the software here: Download Blender
2022-04-15 09:08:16 +0000 UTC
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There are different node types in Geometry Nodes. So far we used nodes that altered the polygonal description of the model, the vertices and polygons. In this episode we look a little closer on nodes that change attributes of geometric elements, like the Set Shade Smooth Node or the Set Material Node.
To follow the lessons you’ll need at least Blender 3.1. You can download the software here: Download Blender
2022-04-15 09:07:25 +0000 UTC
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Now it’s time to get our hands dirty with Geometry Nodes. Let’s create our first procedural setup, that turns a triangulated model into an alien mesh structure. In this lesson you’ll learn how to use Geometry nodes to modify existing geometry and how to branch off new geometry streams inside of the node tree to create complex models.
Download Project Files
To follow the lessons you’ll ...
2022-04-15 09:06:13 +0000 UTC
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In this episode we’ll look into how geometry is stored inside of Blender, how polygons define the connectivity of vertices and how Geometry Nodes is just another modifier, but one that can be customized without limits.
To follow the lessons you’ll need at least Blender 3.1. You can download the software here: Download Blender
2022-04-15 09:04:47 +0000 UTC
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Blender rencently added a brand new procedural system to its feature set: Geometry Nodes. While being quite powerful it’s not necessarily easily accessible, especially if you are new to procedural workflows. So we decided to cover this system in depth with a new patreon course. In this course Manuel starts from the very beginning and explains how Geometry Nodes ties into Blender, how it handles geometric data and how the different classes of nodes work. Join Manuel on this journey and learn...
2022-04-15 09:02:46 +0000 UTC
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In this weeks episode we finally get back to our regular schedule of using KineFX for things that have nothing to do with character animation! In this case enhancing the look of some growth solvers by adding little animations to tiny pieces and overall creating a much smoother and organic looking sim!
Mo’s original tut on Diffusion Limited Aggregation...
2022-04-07 09:07:50 +0000 UTC
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In this follow up to our optimal transport tutorial, Mo covers multithreading Python code in Houdini. Make sure to use at Least H19.0.541 as in previous versions there’s a bug which prevents this technique from functioning correctly.
Libraries used:
POT:
https://pythonot....
2022-03-31 12:02:16 +0000 UTC
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The day you’ve feared has finally come. You’ve ended up with a character animation job. All your pleas that this really isn’t part of your job description as a technical artist were unheard. All your recommendations for freelancers that would be way more qualified were ignored.
So, can we cheese our way out of this situation? Can we get a somewhat decent character animation without … you know … animating any characters? Well, KineFX has made our odds a bit better. Let’s take...
2022-03-24 12:45:23 +0000 UTC
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