This time we'll create the "plexus" effect with Geometry Nodes inside of Blender. Manuel shows you how to abuse geometry to fake a loop, that tests all connections between the points of an incoming point cloud and compares their lengths. Then, only the ones are drawn, that are shorter than a certain threshold, creating an intricate geometric pattern.
00:00 Intro 00:42 Create the point cloud 02:43 Some theory 06:52 Create stand-in points for the loop 08:83 Create the index arrays 11:49 Sample the original points positions 12:40 Create the tests 15:50 Store the original positions to attributes 17:35 Create lines 20:38 Mesh the curves and the points 21:50 Put Colors on the points 24:46 Put Colors on the connections 28:45 Move the points inside of the point cloud
Blender Tutorial: Connect The Dots with Geometry Nodes, The Plexus EffectEntagma2022-11-14 | Support us on Patreon: patreon.com/entagma
This time we'll create the "plexus" effect with Geometry Nodes inside of Blender. Manuel shows you how to abuse geometry to fake a loop, that tests all connections between the points of an incoming point cloud and compares their lengths. Then, only the ones are drawn, that are shorter than a certain threshold, creating an intricate geometric pattern.
00:00 Intro 00:42 Create the point cloud 02:43 Some theory 06:52 Create stand-in points for the loop 08:83 Create the index arrays 11:49 Sample the original points positions 12:40 Create the tests 15:50 Store the original positions to attributes 17:35 Create lines 20:38 Mesh the curves and the points 21:50 Put Colors on the points 24:46 Put Colors on the connections 28:45 Move the points inside of the point cloudFree Tutorial: Triplanar Mapping pt. 2 - Normal MapsEntagma2024-09-30 | In the second Part of this Tutorial, we will tackle Normal Maps. We will talk about coordinate systems and why they affect Normal maps and how to create a system that works even with changing objects.
00:00 Intro 00:53 Normal Maps and Coordinate Systems 03:57 Setup Preview Texture 05:00 Prep Work on the geometry 07:27 Modifying the Normal 10:58 Matrices! 13:23 Blend the Maps 14:30 Thank you :)Free Tutorial: Triplanar Mapping in COPs - pt. 1Entagma2024-09-16 | This was asked for in the comments a lot, so Chris made this two-part Tutorial on Triplanar texture Mapping in Copernicus! In this first Video Chris will go into Detail on how to set up a neat triplanar mapping Setup and will guide you through the steps to achieve a really smooth result.
You also can download the Scene file for free on: entagma.com
And for more free Tutorials, consider becoming a Patreon: patreon.com/entagma
We are thankful for all of your support! Every like, comment or subscription helps a ton! Thank you guys!
0:00 Intro and Credits 1:08 Prepping for Mapping 3:05 Setup the UV Maps 4:44 Fix UV Problem 6:51 Creating the Masks 10:39 Writing Code for Blending 12:55 Make Masks sharper 13:52 Add Noise 14:24 Combine into one Texture 15:55 Improve the Setup 17:20 Remove artifacts 20:18 Thank you :)New Free Tutorial: Triplanar Mapping in CopernicusEntagma2024-09-13 | Get ready for the free Tutorials about Triplanar Mapping in Copernicus coming this Monday! You wished for this tutorial, so Chris immersed himself in the topic to create these free Tutorials for you Guys!
Watch it on Entagma.com and Youtube on Monday, the 16th!
See you there and give Chris some love in the comments!
Music by Oncys - EdenML101 - pt. 03 - Premium Course with ChrisEntagma2024-09-05 | The new Premium Tut about Machine Learning is out! Watch it on Entagma now!
This week you get a crashcourse in setting up your VS Code and Python and then we get started with coding!
Follow us, we will be more active now and notify yo when a video comes out!
See you there! Cheers!Blender Guest Tutorial: Game of LifeEntagma2024-09-02 | Louis Brodnig is back with another great tutorial and a Game. Conway´s Game of Life to be exact. In this video he shows you how it works and how to make fun animations with it in Blender.
Download the Project File: entagma.com/downloads/GameOfLife%20Upload.blendNew Premium Course: Machine Learning 101Entagma2024-08-22 | This is a free preview of our brand new Premium Course all about machine learning. To watch new episodes in this series: 1. Go to www.patreon.com/entagma 2. Support us at the "In-Depth-Knowledge" tier or higher 3. Go to entagma.com and log in with your patreon account to unlock all Premium Courses
This course is about making Machine Learning the next tool in your Houdini toolbox. Just like some problems are best solved with vector maths or Vex or Python, some problems get way easier with ML and we want to be able to spot these problems and solve them using your own custom networks.
To do so we create our own training data in Houdini, we build and train our own neural nets with Python and PyTorch and finally integrate them into our Houdini Workflows using ONNX. Additionally we want to take really deep looks into how these setups work and why they’re built the way they are to get a ton of intuition for applying these techniques to new problems.
Chapters: 00:00 Course Introduction 02:01 ML Deformer End Result 04:47 ML Deformer Pros and Cons 06:18 Why this is our first project 08:41 Why muscle sims can work with machine learning 13:48 Closing RemarksH20.5: Building a Particle Brush for CopernicusEntagma2024-08-05 | One of those really fun party trick brushes of Substance Painter is the particle brush, with which we can, well, paint particles onto an object, which in turn will run down it's surface, leaving some nice streaks behind. Houdini has had particles for ages and now also has a really nice texturing workspace with Copernicus - So let's see if we can rebuild them here!
Chapters 00:00 Intro 00:20 POP Setup 04:44 Creating Streaks from Particles 06:00 Creating Attributes for Copernicus 10:37 Copernicus SetupH20.5: Building a PBR layering asset in CopernicusEntagma2024-07-22 | In the last video, we showed you our take on a Substance like pbr layering workflow in Copernicus. And in that video we used a custom Digital Asset that allowed us to quickly load in all textures of a pbr material, do some basic tweaks and layer it onto our master material. So in this video, we'll cover how to build this asset and how to build custom nodes in Copernicus in general.
Chapters: 00:00 Intro 00:33 Base Node Tree 07:02 Digital Asset Conversion 10:03 Adding ParametersH20.5: Building a Substance like texturing workflow in CopernicusEntagma2024-07-22 | We're back! And Houdini now has Copernicus, a complete rebuild of the image workspace with a focus on texturing! So, let's see if we can build a texturing workflow where we can bring in multiple pbr texture sets and layer them onto an object with lot's of fancy masks. Just like, you know, some other texturing tools out there.
Chapters: 00:00 Intro 00:49 Model Prep 02:43 Copernicus Setup 05:04 PBR Layer HDA 08:27 ID Masks (Metal) 12:40 Curvature Masks (Metal Scratches) 15:59 Directional Masks (Dirt) 18:52 Decals (Logo) 21:21 Export and Previewing with KarmaHoudini Tutorial: Bending Time With AttributesEntagma2024-06-17 | Support us on www.patreon.com/entagma
Today we want to take an artifact from digital cameras, something that we usually try to avoid, and turn it up to eleven! Make it an effect on it's own! And that artifact is rolling shutter. To achieve this, we'll need to bend time using point attributes, which we'll do with a bit of SOP trickery.
Chapters: 00:00 Intro 01:17 Base RBD Sim 04:17 Calculate Time Offset 08:03 Time Shift A: Create Motion Trails 10:16 Time Shift B: Reconstruct Motion From Trails 13:33 Time Shift C: Offset Time Per PointHoudini Tutorial: Popping A Soap BubbleEntagma2024-06-03 | Support us on www.patreon.com/entagma
Bubbles! We have a bit of a thing for bubbles here at Entagma. But the one classic Houdini setup we have not done yet is a bubble pop. So let's fix this right now!
Chapters: 00:00 Building the base bubble 02:11 Creating the pop mask via a pyro spread sim 05:06 Splitting the bubble along the pop line 07:44 Flip Sim A: Sop preparations 10:44 Flip Sim B: Basic parameter tweaking 13:22 Flip Sim C: Driving the sim with our pop mask 16:32 Flip Sim D: Adjusting droplet detection, surface tension and reseeding 20:59 Flip Sim E: Caching and Meshing 22:35 Merging bubble and Flip sim 27:54 Rendering in Solaris and KarmaFree Houdini Tutorial: Volume Style Transfer With ONNXEntagma2024-05-13 | Support us on www.patreon.com/entagma
In an earlier episode we took a first look at the new ONNX inference node, a node that allows us to use trained neural nets inside Houdini. And today we want to use this node for something usefull - Volume Style Transfer! We want to apply a pretrained style to voxels instead of pixels and give our simulations a unique look and much more detail. And we're going to do all of this using just a tiny bit of machine learing and a lot of SOPs!
Chapters: 00:00 Intro 02:18 A quick and dirty Pyro setup 04:57 Creating volume slices 09:38 Writing voxel data to slices 11:22 Deleting empty slices 12:43 Style transfer 16:48 Assembling a volume from slices 19:00 Mixing with original volumeNerd Rant S03 E01 - Too Stupid To Pull Focus (Guest: UglyStupidHonest)Entagma2024-05-06 | Support us so we can learn how to pull focus: www.patreon.com/entagma
With Houdini 20 we got our first official machine learning node from SideFX. While we previously had example scene files that did machine learing related stuff or plugins like mlops, this is the first machine learning tool that you get just by installing Houdini. So we should take a look at what it does and what we can use it for!
Chapters: 00:00 Intro to ONNX 03:14 Getting ONNX Models 05:29 MNIST Model 09:00 Style Transfer Model 15:13 Depth Estimation Model 17:37 LimitationsFree Houdini Tutorial: Melting Complex Objects Part 2: Rendering in KarmaEntagma2024-04-01 | Support us on www.patreon.com/entagma
Welcome to the second and final part of our mini series on how to melt complex objects with fine details, textures and multiple materials. All without melting your pc as well! In the first part we built a setup to retain geometric detail and now we're bringing materials, uv coordinates and textures over to our fluid and finally render everything in Karma.
Chapters: 00:00 Intro 01:27 Creating Material Masks 03:51 Transferring UVs 08:28 Solaris Setup 10:55 Karma CPU Shader 14:54 Adding Glow 16:32 Karma XPU Shader 18:21 Alternative Point Color WorkflowFree Houdini Tutorial: Melting Complex ObjectsEntagma2024-03-18 | Support us on www.patreon.com/entagma
You guys seem to like melting things! So over the next two videos on our Youtube channel, we're going to answer one of the more common questions: How to melt more complex objects with fine details, textures and multiple materials. All without melting your pc as well!
Chapters: 00:00 Intro 01:11 Starter File Overview 03:58 Fluid Prep 07:46 High Res Object Prep 09:37 Fluid Meshing 13:11 High Res Object Deforming 19:07 Blending Both And Finishing The EffectFree Houdini Tutorial: Sci Fi Panel Deformer with OpenSubDiv PatchesEntagma2024-03-04 | Support us on www.patreon.com/entagma
In this episode we're using a little geometry processing trick to build a sci fi panel deformer, much like some of the tools in the Tissue addon for Blender. We'll also learn how to use some of the OpenSubDiv functions within Vex in Houdini.
We are happy to bring you another Blender Tutorial with the help of Louis Brodnig. He will show you how to create a differential line growth set up with Blender Geometry Nodes that he used in his Youtube Video about Emergence.
Download Project File: entagma.com/downloads/Differential%20Line%20Growth%20BlenderGeoNodes.blendFree Houdini Tutorial: Particle Life in Houdini POPsEntagma2024-02-05 | Particle Life is a new(ish), super popular autonomous agent system that is able to produce very organic, microorganism-like patterns with particles. So of course we had to build our own version in Houdini, right? In this video we'll cover the basic ideas of Particle Life and build it as a POP force, which works both in 2D and 3D.
Timecodes: 00:00 Intro and Theory 07:14 Houdini Prep 12:19 Coding the Algorithm 19:26 Playing with the AlgorithmNew In Houdini 20: Cloud WorkflowEntagma2024-01-15 | Support us on www.patreon.com/entagma
Houdini 20 comes with a completely rebuilt cloud workflow, which makes it a whole lot easier to create a wide variety of realistic clouds. So let's build one from scratch and take a look at the new cloud shape tools, noises and shaders!
Downlload Scene File: entagma.com/downloads/Freetut_H20_Clouds.hipNew In Houdini 20: Karma - Physical Sky, Thin Walled Transmission, Material Linker And MoreEntagma2023-12-05 | In this episode we'll take the 'fresh out of beta' Karma XPU for a spin and talk about the new physical sky, thin walled transmission, material linker, snapshot menu and ACES setup.
Download Project File: entagma.com/downloads/H20_SopsDopsKarma.zipNew In Houdini 20: DOPs - POP Wind Shadow, Glass Fracture, Pyro Gravity And MoreEntagma2023-12-05 | In this episode we'll take a quick look at the new simulation tools and features in Houdini 20, specifically the new POP Wind Shadow, updates to the Vellum rest blend constraint and vellum brush, the new density controlled gravity in pyro as well as some new fracturing options and sticky collisions with RBDs.
Download Scene File: entagma.com/downloads/H20_SopsDopsKarma.zipNew In Houdini 20: Feathers 01 - Creating FeathersEntagma2023-11-20 | Houdini 20 is out and the literal poster child of this release is the new Feather workflow. And this really is a whole workflow, because it offers tools not only for creating feathers but also for creating a whole plumage, simming and rendering. So, let's take a look at all of it.
Video Chapters: 0:00 Importing the Feather Template 1:06 Creating the Feather 2:53 Tweaking Parameters 4:01 Closer Look at the Feather Geometry 5:13 New Nodes to customize Feathers 8:50 Manipulate Feather Geometry 9:50 Naming for multiple Feathers 10:36 Using the Template as a UV Texture 12:58 Cache the ResultNew In Houdini 20: Feathers 02 - Grooming FeathersEntagma2023-11-20 | Houdini 20 is out and the literal poster child of this release is the new Feather workflow. And this really is a whole workflow, because it offers tools not only for creating feathers but also for creating a whole plumage, simming and rendering. So, let's take a look at all of it.
In this episode we build a plumage from the templates we created in episode one using the standard Houdini grooming tools as well as something a bit more procedural.
Chapters: 0:00 Set up a Groom 1:21 Groom the traditional way 2:18 Guide Groom Node 4:52 Get a high Poly Version 5:55 a more procedural Approach 7:19 Turn Guide Curves into Feathers 8:43 Fix Orientation 9:12 Deintersect Feathers 10:30 Fix UV TextureNew In Houdini 20: Feathers 03 - Simulating And RenderingEntagma2023-11-20 | Houdini 20 is out and the literal poster child of this release is the new Feather workflow. And this really is a whole workflow, because it offers tools not only for creating feathers but also for creating a whole plumage, simming and rendering. So, let's take a look at all of it.
In this episode we'll simulate our groom using Vellum and finally bring our character into Karma for rendering.
We’re thrilled to have Andreas Catucci as a guest! Somehow aside from creating amazing work, he managed to record a video on a technique very dear to our hearts: Dart throwing. Sounds like simulating aerodynamics? Not quite. It’s a method to densely pack a surface with non-overlapping geometry.
Not only does Andreas cover the implementation but also does an amazing job explaining the why.
Today we’re revisiting an old setup of ours: Creating intricate interference patterns using circular waves. Time has passed since Mo built the first version of this in 2018 and now, with Houdini 19.5, we got a new node that finally allows us to calculate those patterns on 3d surfaces as well.
In this video Chris covers a simple way of simulating origami like patterns in Houdini and Vellum, just using edge groups and (depending on how you count them) three or six lines of vex.
Kapitel 00:00:00 Setting up fold groups 02:24:18 A bit of theory 05:48:17 Transferring fold groups to bend constraints 09:07:06 Animating the foldsNerd Rant: PythonEntagma2023-07-17 | Support us on Patreon: www.patreon.com/entagma Get MLOPs: www.bismuth.at/mlopsNerd Rant: MLOPs - Machine Learning In HoudiniEntagma2023-07-04 | Support us on Patreon: www.patreon.com/entagma Get MLOPs: www.bismuth.at/mlopsFree Houdini Tutorial: Simulating A Belt Adjuster In VellumEntagma2023-06-26 | Support us on Patreon: patreon.com/entagma More on: www.entagma.com
There are some setups that start out looking quite easy and then get harder the more you start thinking about them. And this belt adjuster is one of them because we got quite a few elements interacting with each other. As usual with Vellum, the solution here is choosing the right constraints and then tweaking lot's of values, which is exactly what we're covering in this episode.New in MLOPsEntagma2023-05-29 | Get MLOPs: www.bismuth.at/mlops
We just released a major update for Machine Learning Operators (MLOPs) in Houdini. Here's the rundown of its major new features. There's more, just go to our Github and join our Discord to find out!
00:00 - SAM (Segment Anything Model) 01:03 - Remove BG 01:45 - UMAP Dimensionality Reduction 03:07 - Image Similarity Measurement 04:20 - Prompt Similarity Measurement 05:00 - BLIP Caption & CLIP Interrogate 06:07 - Camera To Points 07:40 - CLIP Image Embeddings 08:20 - RESRGAN Upressing 09:03 - InstructPix2Pix 09:51 - Stable Diffusion Pipeline Node 10:43 - Teaser: Training 11:00 - Infamous Last WordsA huge MLOPs For Houdini Upgrade Is Coming!Entagma2023-05-25 | Monday May 29th 2023 https://bismuth.at/mlopsMLOPS: Viewport To TextureEntagma2023-05-09 | Download MLOPs: https://www.bismuth.at/mlops
00:00 - Intro/Setup 00:43 - Setting Up Stable Diffusion 01:42 - Depth Map From Viewport Camera & ControlNet 03:16 - Backprojection / Texturing 05:02 - Backsides (Clip & Flip) 06:25 - Infamous Last WordsBuilding a Latent Space in Houdini: Part 1 – TheoryEntagma2023-05-08 | Support us on Patreon: patreon.com/entagma
This week we want to give you a lot more insight into what a latent space actually is and how it gets created. In this case not by using Stable Diffusion, but by building and training our own neural net inside Houdini, who’s only job is to create a very simple latent space for us to explore.
In this video we’ll go over the main concepts and the theory of our latent space. And on Thursday in the Advanced Setups Course on Patreon, we’ll build the entire setup using Houdini and Pytorch.
You can find all visualisations from this video to explore by yourself in the scene file. Make sure you have access to Pytorch and Numpy in your Houdini Python environment, for example by installing the MLOPs Addon.
Now that MLOPs is released and available for everyone, let's create some motion graphics using those new tools and combine them with other workflows we already know from Houdini. In this video Chris shows you how he created these strange forest renders while beta-testing MLOPs and how to fake depth of field inside point clouds.
00:00 - Img2Img Workflow 01:54 - Masking/InpaintingMLOPs Tutorial: My First Stable Diffusion SetupEntagma2023-04-22 | Installing MLOPs: youtube.com/watch?v=rtgghkYKKLY
Download MLOPs: https://www.bismuth.at/mlops
00:00 - Intro 00:32 - Prompt Create 00:41 - Tokenizer 00:53 - Text Encoder 01:25 - Negative Prompt 01:42 - Scheduler 02:08 - Latent Noise Generate 02:35 - Solver & Scheduler Parameters 03:25 - Running The Solver 03:45 - Visualizing Latents 04:07 - Image Decoder 04:28 - Image Export 05:15 - Infamous Last WordsHoudini Tutorial: Simulating Curling Ribbons in VellumEntagma2023-04-10 | Support us on Patreon: www.patreon.com/entagma
The idea for this video came from a question on our Patreon Community Hub, asking us how we'd go about creating curling ribbons in vellum, similar to a very beautiful setup by Playback Design. And, as it turns out, this is a quite fun and simple build!
00:31 Single Ribbon: Build 03:45 Single Ribbon: Sim 08:30 Creating Copies 10:50 Many Ribbons: Animation Attribute 14:37 Many Ribbons: Animating 15:24 Many Ribbons: Sim 17:30 Fixing Index Issues And ReSimming
What do you do when you need fast info passes rendered out but are too stupid to set up something in ROPs and too lazy to use Solaris? Right - you build yourself a 1970s render engine straight in SOPs. Clever? Not sure. Useful? Definitely. Make sure to check back on entagma.com on Thursday for this week's premium tut to see what we can use these passes for.
00:00 - Intro 00:54 - Setting Up Something To Render 01:48 - Building The Renderer: Image Plane 02:55 - Transforming Image Plane To Camera Space 04:25 - Ray Directions 05:57 - Merging In Render Geometry 07:24 - Geometry Intersections / Rendering Depth 12:22 - Writing Our Rendering Into Volumes 14:22 - Rendering Normal Map 17:12 - Rendering Segmentation Map 19:16 - Rendering A Cheap Diffuse Pass 22:50 - Aux Maps To Volumes 24:28 - Importing Volumes To COPs for Compositing 25:22 - Anti-Aliasing 26:23 - Recap / Infamous Last WordsTutorial: Controlling Stable Diffusion With Houdini and Automatic1111 WebUIEntagma2023-03-09 | Support us on Patreon: patreon.com/entagma
Of course Mo could take the high road and build a stable diffusion pipeline using Huggingface’s Diffusers library… But let’s not kid ourselves. Thanks to Automatic1111’s API Mo can duct tape together Houdini and WebUI to use both of these awe inspiring powerful tools to generate… dog images. Welcome to the brave new world that is design!
00:00 - Intro 00:50 - Setting up Automatic1111 WebUI's API 01:49 - Houdini Basic Scene Setup 03:10 - Python Imports & Writing Images To Volumes 08:07 - Main Routine: Controlling WebUI With Python 13:25 - Extracting Our Data From WebUI 15:38 - Moving The Data To CompositingHoudini Tutorial: Creating Escher Inspired Tiling TesselationsEntagma2023-02-27 | Support us on Patreon: patreon.com/entagma
Jeroen Claus of phospho.co.uk happens to know a particular kind of software that's pretty good at applying a set of geometrical rules. So he sets out to take you on a journey of building Escher inspired tesselations.
We continues poking into stable diffusion by giving a brief overview of what tokens and embeddings are and how the can be manipulated to blend between prompts. Finally we create some nonsensical animals.
00:00 - Intro / Theory 00:55 - Visualizing Tokens / Embeddings using WebUI 03:03 - Stable Diffusion Deep Dive as Basis 03:55 - Modifying The Notebook 05:22 - Custom Compact Notebook 08:16 - Why Not Use WebUI? 08:55 - Infamous Last Words
He's been working together with http://tape-lab.com, UCL Cancer Research's Cell Communication Laboratory, to visualise data from their study "A Single-cell Perturbation Landscape of Colonic Stem Cell Polarisation", which is now available as preprint: biorxiv.org/content/10.1101/2023.02.15.528008v1
In this video, Jeroen shows how you can use single cell RNA sequencing data to create a data-driven version of the Waddington Landscape, a classical graphic from the 50s representing the possible developmental paths of a cell. This new way to visualise single cell RNA sequencing data helps to make dimensional reductions of huge amounts of data more intuitive to interpret and understand.
While the data might be complex, the Houdini setup is rather straightforward: this tutorial will give you an overview of how to get csv data into Houdini, and with only a few nodes build an effective data visualisation.
In part seven of our free course on building a rolling object solver, Bastian J. Schiffer (https://prdx.de/) modifies our solver to take into account random initial rotation and so it works with cubes instead of tubes.
And with this final bonus tutorial - it's a wrap! Thanks so much to Bastian for sharing his knowledge!
Visit his website to check out some of the amazing projects he 's worked on: https://prdx.de
00:00 - Bonus: Rolling Cubes 02:08 - Deep Dive: A More Precise Rotation Approach 10:36 - Up-Facing Discs on Displaced Surfaces 16:07 - Random Initial Rotation on the Discs
In part six of our free course on building a rolling object solver, Bastian J. Schiffer (https://prdx.de/) modifies our solver so it works with discs instead of spheres.
00:00 - Intro / Building the Test Geometry 02:42 - Extending the Solver