The first half of this video is hands down the best intro to APEX i have seen. I have been waiting for a more abstract explanation (that leaves out rigging entirely) for a long time. I can't wait for the next two videos. Thank you!
@RobertFarmeadowКүн бұрын
I EXACTLY (no typos) copied the APEX script (partly) seen in the video just for the hell of it with my non-technical background: "Error generated by Python node. Line 1: :: myNodes = ``graph.findNodes('extrude*')`` The given function names is an apex name space. use apex.graph::findNodes insted of graph::findNodes." Just my luck, that's why I never buy a lottery ticket
@TheRkby2 күн бұрын
nice one, thank you!
@carlosrivadulla89032 күн бұрын
10:26 . Arrays have a random() function that selects a random item from the array
@henrythejeditube2 күн бұрын
Thank you, Entagma team
@kuchaiev2 күн бұрын
Great tutorial, thanks so much! Would it be possible to get the Houdini scene file as well? It doesn’t seem to be included in the download.
@Entagma2 күн бұрын
This will be a free Tutorial after our APEX miniseries
@DannyLrsn3 күн бұрын
Great video, Magnus!!
@user-qo1jt3jv2j3 күн бұрын
This seems relative to somethin I've always struggled to find intuitive learning material for. On this topic tutorials courses literally, actually doesn't exist. Large scale, traversable, blade of grass to orbit planets akin to Star Citizen. Houdini or Unreal or a mix of both, I have always wanted to explore this topic. I bet there are many other like me. Maybe it's a good tutorial idea to think about... just saying...
@Entagma2 күн бұрын
On my list as well, let's just see how deep into shadercode I have to dive for this...
@user-qo1jt3jv2j2 күн бұрын
@@Entagma I'm truly thrilled to hear! As you know Unreal Nanite can smoothly render geometry irrelevant of polycount which applies to Planetary scales as well. Recently after watching Star Citizen showcases I had a "planet fever" and attempted a "shortcut method". Taking advantage of Nanite, I've assembled a fully meshed approach using a wrangle and copy to points similar to Entagma's "Keycaps On A Dog" tutorial but instead of keycaps I used houdini heightfields converted to mesh applied to a sphere large enough to make Houdini viewport practically impossible to navigate. Which resulted in a beautiful frankenstein monstrosity! Gaea option would have been even easier as you can so easily export LODed heightfield meshes.
@ilya.kuzmichev3 күн бұрын
Are you going to cover PCG or Geometry script?
@Entagma2 күн бұрын
Definitely on the list!
@no-one37953 күн бұрын
Houdini, Blender, and now Unreal Engine! What node-based software will be next? 😆
@aclildion3 күн бұрын
TD
@Al1987ac3 күн бұрын
That's it. That's all you need.
@jefriweb95143 күн бұрын
God bless u magnus!!!
@devmishra183 күн бұрын
Great to see Entagma is teaching Unreal! Whoop whoop! Just a very minor nitpick, calling Actors (NPCs) can get a little confusing as many times in games NPCs are simply pawns that possessed by AI Controller instead of a Player Controller. Actors are much simpler than that, anything that can be placed in the Level (allowed to be moved around if needed) will be an Actor. Pawn is a special type of Actor. I am curious, if there's a strong reason do this setup in traditional blueprints over a PCG setup (other than its a Blueprint course). In PCG we can simply create (scatter) points and copy meshes to the points very much like Houdini. Obviously, you did a great job with blueprints so no complaints, just curious.
@Entagma2 күн бұрын
For now I kept this Blueprint-only, as this is what I'm still most experienced in - but a comparison with PCG could be fun! And, as I'm coming from cgi, not game design, expect some accidental butchering of Unreal terms. I just liked the npc-analogy of structuring projects 😇
@PawelGrzelak3 күн бұрын
This is amazing and truly what the community needs. Entagma continue to deliver tutorials that are teaching advanced topics in most understandable way.
@6axy33 күн бұрын
Still waiting for more streamlined rigging tutorial for apex... 1. create skelet, tag, create apex controls. animate.... not everything have to go deep into every single node. First need something for user orient to get rig fast up and running.
@Entagma3 күн бұрын
Well that's pretty much exactly what we'll be covering in episode 2!
@PawelGrzelak3 күн бұрын
And I, on the contrary, think that this is exactly what a first episode of the series should be, to even explain what apex is.
@6axy33 күн бұрын
@@PawelGrzelak That is all fine, it isjust so far tried couple apex tutorials and they just got too overwhelming with deep node digging, instead of covering shallow waters, let us idip fingers first before drowning in deep dive :) and I do have over 25 years of work in 3d behind me, was rigging in softimage then maya, but so far houdini is a bit tougher nut to crack.. partly due to lack of time partly due to a bit of these lets rig, now get typing scripts to have leg working type tutorials. That is all I'm saying :)
@Psevdo_Horek4 күн бұрын
TELL ME WHERE TO FIND A LESSON poseblend PLEASE
@9hole_com5 күн бұрын
Awesome thank you Magnus
@gianmarcoferraro25445 күн бұрын
Great tutorial. Thanks!
@woosh_woosh5 күн бұрын
i've been into trying to learn Apex on and off and while it had sparked my interest at first - the whole approach to material on the topic available online was either oriented towards seasoned riggers or just so convoluted and fractional that i've almost gave up couple of months ago. This is by far THE best starting point on the whole APEX thing. I just cannot stress enough how awesome and valuable of a job you guys are doing. And special cheers to Magnus, he seems to be a natural at explaining stuff
@MagnusMllerart5 күн бұрын
Thanks a lot, I really appreciate it and very glad you found it helpful. More to come soon :)
@qyoinqyuri5 күн бұрын
Wonderful, thanks to the Entagma team for caring so much about bringing the most appropriate content and even instructors! <3
@tapacg13295 күн бұрын
when is it droppingg!
@Entagma5 күн бұрын
This Thursday!
@aviv325 күн бұрын
is there a way to save houdini groups to maya? i have rbd simulation that i need the inside and outside groups to shade it correctly inside maya but i cant find a way to preserve the houdini inside and outside groups so i can use them inside maya do you know how ?
@ilyaeuteneier5 күн бұрын
Pixels... Looks really awfully!
@delizade5 күн бұрын
And I spent time more than simulation workflow to export USD but I'm just guessing that we can't do that with the trial version. Is this true?
@maxrose88455 күн бұрын
This opened up so many ideas, awesome work Magnus!
@MagnusMllerart5 күн бұрын
Thanks Max 🥰
@znbk56525 күн бұрын
i wish animation on Houdini was as flexible as in Maya. i would definitely move completely to Houdini, but i hope this tutorial would give me the key to do that
@mityasoul57095 күн бұрын
Wow, please continue this series after 3 episodes, very useful and rare information. Big Thanks )
@delizade5 күн бұрын
thank you for the full workflow. after struggling with C4D in 2025, I feel just terrible after experiencing houdini capabilities in action in half an hour! damn.
@denserbin46666 күн бұрын
Niiiiiice
@bram_gunst6 күн бұрын
Very nice i think you chose the best person to explain it to us!
@BrickApocalypse6 күн бұрын
Great tutorial, but I'm having a problem in 20.5. Everything worked fine until 16:20 ish. I can't get the high temp areas to actually act like fluid. They just act the same as the rest of the particles. I rewatched the whole video cause I was sure I just missed something, but no I did everything right. I tried adjusting the viscosity ramp and making sure the temperature attribute was coming through correctly and everything else I could imagine to try, but it just seems to completely ignore the temperature. I know it's an old vid but if anyone's encountered the same problem lmk
@juanviamont27646 күн бұрын
thank you!
@nicksushkevich6 күн бұрын
Thank you, Entagma and Magnus!
@philippwelsing91086 күн бұрын
Thank you very much! Super appreciated.
@shafiq-rehman6 күн бұрын
Thanks, great tutorial!
@tresorcharck6 күн бұрын
Thank you Guys 👌🏾
@bouke16 күн бұрын
🎉
@stevehansen78956 күн бұрын
More of this please!
@Me_Abrar6 күн бұрын
Quality content that is FREE !
@tohyocg6 күн бұрын
THANK YOU!!!!!!!!!!!!!!!
@ThiagoLaranjeiraZerooneBit6 күн бұрын
amazing!!
@hamidthephysicist63766 күн бұрын
Thank you very much legends !
@a-tripp24956 күн бұрын
You guys are the best!
@Marvelcurd6 күн бұрын
Yay!
@lenxie45017 күн бұрын
this could be used in procecural game world generation, so cool!
@patrickl99308 күн бұрын
Lovely tut, as alwayhs, but I don't know about GasTemperatureUpdate being a `legacy` node, It's very robust! Having diffusion built in to spread the heat through the object, cooling that happens faster at the surface than at the core, it's extremely useful for melting stuff. What's more, as a node operating on volumes, it's resolution independent in its effects, where particle based operations aren't. Microsolvers are underrated :)
@nedschi10 күн бұрын
Interesting, but I can't imagine what it's supposed to be good for.
@EamonYates13 күн бұрын
I would love to see a follow on to workout how you created the full anim at the start. It looks like it has some cool emission stuff going on and the lighting is stunning!