In this short video I explained how to create orient attribute from scratch, to add proper rotation to particles.
Hey ya’ll, here’s a tutorial vid for one of my examples on L-tree madness. Hope you find it somewhat helpful! VEX code: http://tao-universe.uk/snippets/houdini_l_system_vex.txt Original video: https://youtu.be/wKATAFy6IGc
This time we connect PBD-simulated wires dynamically. http://www.entagma.com/connect-the-yarns-with-the-pbd-solver/ 00:25 Creating the yarns 04:30 Preparing the geo for the PBD simulation 12:30 Creating the PBD simulation 17:20 Adding custom connections 32:00 Shrinking the connections Download the scene file: http://www.entagma.com/wp-content/downloads/CTY_end01.zip
A quick and easy trick to find Points on your geometry by only using VEX in a wrangle node. I show you a simple setups to use a point cloud to find specific points on your geometry.
In this houdiniPill i’m going to take a look into the sample functions. These are great tools for controlling vector randomization. I hope you enjoy it! Sorry for the delay releasing this one. I’ve been quite busy with studio work…
For more info visit www.entagma.com 00:28 – Theory 02:14 – Basic Setup Using VEX 12:27 – Building the Setup Using VOPs Download Project File (.hipnc): https://www.dropbox.com/s/7h0o41ygnmydjbd/perspective_halftone_01.hipnc?dl=1
This lesson takes a simple practical example to cover a few more Vex functions. Primarily the video covers how to create a look at using Vex and control objects using distance or height. Download file https://www.dropbox.com/s/tk862d4l0p3czq0/flower%20bloom.hip?dl=0 regards Rohan
In this first houdini pill we are going to create a very simple solver that will make spheres grow until they hit each other. It’s an easy tutorial but some vex and basic houdini knowledge is required. I hope you like it, more coming soon!
Hello everyone, This video is an introduction to Vex, which is the programming language available in Houdini. The video doesn’t require any previous knowledge of programming. Jump to the 4 min mark if you want to directly start with the project and skip the explanation. The video will cover relatively wide range of topics including, […]
A free, two parts, 90 minutes tutorial about how to build a realistic Sun in Houdini software. It covers topics like : vex coding, vector calculus, VDB volumes, particle simulation , magnetic fields and much more. I hope you’ll enjoy watching this as much as i enjoyed doing it. Thank You Bogdan Lazar VFX Artist
This tutorial will cover how to create random motion on a point cloud for shots like flocking birds or planes using only VEX code on a single node in SideFX Houdini. Updated Code (03/09/2017): Here is the final VEX code. I tweaked a couple of things so that there are now UI controls created for […]
Hello guys, I’ve been asked about how to achieve this liquid effect that I shared some months ago so I decided to make a tutorial, sorry for the breath noise on the mic. Scene file: https://drive.google.com/open?id=0B0ZEnOQAJQzvbnQ2RkpiN3ZnZGc Songs: Ours Samplus – Over / Sixfingerz – The Devil man For future tutorials you can check www.caskaldesign.com Cheers!
Inspiration: http://bigblueboo.tumblr.com/post/152120951970/bigblueboo-big-bang-big-crunch-b-side-in 00:29 – The Physics Behind It 01:59 – Particle System Workings 02:59 – Implementation 19:58 – Setting Up Rendering EDIT: As pointed out in the comments on entagma.com I made quite a severe coding mistake when iterating over all points for doing the physics sim. This line in Pointwrangle2 in the solver: for(int […]
Oscillating a single point in one direction, rotating the point in a circle, creating a wave deforming effect using just one line of code. Available for freelance: email@example.com
An Attribute VOP can run a VOP network to modify geometry attributes, while a Point Wrangle runs VEX and can also modify point attributes that include position. So what is the difference? When would you use one over the other?Houdini VFX Artist Tighe Rzankowski, covers wrangles and attribute VOPs, discussing what their core differences are. […]
Available for freelance: firstname.lastname@example.org 00:00 Introduction 01:30 Setting infected points 04:30 VEX for detecting near points 10:30 Looping VEX code – Checking for infected points 15:00 Solver SOP – Spreading the infection overtime IAMAG 2016- Simon Holmedal – Iterative Design https://vimeo.com/164701335
Sorry for all the “ems”,”basically”s and “just”s 😀 It’s been a while since I recorded something and I’m still a bit rusty in doing so 😀 Here’s the scene File http://lucascheller.de/Weekly_Series_Houdini_Vex_MetaBall_VoxelField_Files Be sure to check out these links: – Entagma: https://vimeo.com/entagma – Coding Rainbow: https://www.youtube.com/user/shiffman – Coding Rainbow Metaballs: https://www.youtube.com/watch?v=ccYLb7cLB1I My Social Media – Website: […]
In this tutorial I show how to generate lines that follow a surface towards a targetpoint with VEX. Scene file can be downloaded here: https://www.dropbox.com/s/ruav3hazxx6tpoj/surface%20following%20lines.hiplc?dl=0 please like my facebook page: https://www.facebook.com/stefsietz/ Didn’t prepare much for this tutorial, sorry for that.
So here is my first tutorial. Hope it’s understandable! About the the rendering: I used Redshift for this, an AMAZING Gpu renderer that rendered this scene with GI in less than on hour on my GTX 980. Also I just put some motion trails in there to make it more interesting (not shown in the […]
Download Project File: https://www.dropbox.com/s/5u5r8e39ax7i7y7/Strange_Attractors_001.hipnc?dl=0 00:09 – Intro to Strange Attractors 00:40 – Underlying Algorithm 01:34 – Where to Get Strange Attractor Formulas 02:11 – Building the Basic Setup 21:13 – Connecting the Points 24:34 – Generating Geometry for Rendering 26:22 – Recap 28:37 – Implementing Other Attractors For more info visit www.entagma.com