Paul Esteves posts
029 - Racket Strings Render
In this tutorial we'll talk through create the materials and lighting for this shot.
029 - Racket Strings Setup
In this tutorial we'll tackle the Vellum resampling setup. We'll talk through setting up the scene, the vellum setup and finally we'll talk through setting up some velocities to give us a nice shape.
029 - Racket Strings Teaser
This month we're tackling dynamically resampling Vellum hairs. We'll talk through the Vellum setup, we'll also add some initial velocities to break up our shape and finally in part 2 we'll tackle all things rendering. As always, we'll build the scene entirely from scratch and I'll do my best to ...
028 - Megascans Flower Rig
We'll rig and animate a megascans flower with kinefx.
028 - Tennis Ball Growth Pt.2
In this part we'll take a look at how we can use the ripple solver to give us an organic growth effect. We'll also look at adding secondary elements like a grass explosion.
028 - Tennis Ball Growth Pt.1
In this first part we'll setup our scene using a falloff to control our growth. We'll talk about different "production" techniques to make sure everything behaves. We'll also do the base lighting and texturing to prepare ourselves for part 2 where we'll add in all the details.
028 - Tennis Ball Growth Teaser
In this tutorial we'll talk through growing megascans over a surface. In part one we'll talk through some basics. In part 2 we'll talk about some more specific techniques to get some nice details into the shot.
027 - Tennis Hit Render Setup
In this tutorial we'll cover all aspects of rendering the different parts of the tennis ball scene
027 - Particle Setup
In this video we'll cover the particle setup of the tennis ball shot.
027 - Smoke Setup
In this tutorial we'll go over some basic smoke simulations and how we can art direct them. Then we'll go through the setup I used for the tennis ball setup.
027 - Tennis Ball Setup
In this video we'll create a tennis ball and render it
027 - Tennis Ball Hit Teaser
In this series of tutorials we'll tackle this close up shot of a tennis ball hit.We'll build a tennis ball semi procedurally in Houdini. We'll add the hairs and details, light it and get it ready for production. In part 2 we'll talk about smoke simulations. I'll talk through different aspects and ho...
026 - RBD Reshape Render
In this tutorial we'll talk through my different experiements while playing with motion blur and the current trend of weird and wonderful motion blur.
026 - RBD Reshape Setup
In this tutorial we'll cover RBDs and how we can confrom them to specific shapes.
026 - RBD Reshape Teaser
This month we're talking about how we can conform RBDs to a goal shape. This is a super useful setup to have and one I've used many times!
025b - Waffleboy Tom Interview
Today Waffleboy Tom, as he likes to be called, will walk through his Vexember day 017 entry. He'll talk about his iteration process and how he finally ended up where he did. I was hoping to do my own version as I did previously with Luke's vexember interview, however, I am very sick right now and have no voice ...
025a - Luke Van Vexember Interview
Luke will walk us through his vexember entry. He'll build the vex and explain it as he goes. After which I will do my best at recreating it explaining each step as I go.
025 - Intro to Vex
In this video I'll talk about Vexember day 01 and while doing so I'll cover my "intro to vex." It'll cover some very basic topics and how to get started in vex.
025 - Vexember Teaser
This month I'm going to do things a little differently and not do a specific project, but rather focus the month on Vex! It took a bit more time and work to setup Vexember than I anticipated, so, I'm not as prepared as I wanted to be for Patreon. However, I can assure you this month to to fill your tutorial buc...
024b - Hair Droplets Post Processing
In this final part, I'll walk you through my color workflow in Davinci Resolve.
024a - Hair Droplets Render
We'll cover all aspects of rendering the hair and water droplets. We'll talk through strands vs polygons as hairs. We'll cover setting up different lights and finally I'll talk about my basic render settings.
024 - Hair Droplets Setup
In this tutorial we'll cover the Houdini setup of the hair droplets shot.
024 - Hair Droplets - Project Process
In this video I will talk about my process when dealing with direct to client projects. My estimates, contracts, moodboarding, sending things to client for feedback, etc. The whole process!
024 - Hair Droplets Teaser
This month I'll be doing a 4 part series. Part 1 - This will be focused on the freelancing/admin side of doing a project direct to client like this. Part 2 - We'll recreate the shot in Houdini, from scratch. I'll talk about my thought process, converting the clients ideas and wishes into a Houdini scene. Pa...
023 - Age Inflation Render
In this tutorial, we'll cover all aspects of rendering this scene.
023 - Age Inflation Setup
In this tutorial we'll tackle the setup for the inflation. We'll create an emitter in Vellum. Then we'll create an age attribute for each emitter sphere and then use that to inflate the spheres. Finally, we'll use the same attribute to add some pop drag into our scene to help the craziness motion.
023 - Age Inflate Teaser
In this video we'll tackle some soft, bouncy, inflating spheres. We'll create attributes inside the Vellum solver so they are dynamic. We'll also take a look at how we can use attributes in other pop force vexpressions to further control our simulation. In part two we'll talk through rendering, lighting...
022a - Painted Grains Render
We'll tackle the rendering of our painted grains scene.
022 - Painted Grains Setup
In this tutorial we'll cover this scene. We'll tackle it in 3 levels of difficulty. Check out the timestamps to find the "level" you're after if you want to skip around.
022 - Painted Grains Teaser
In this month's Patreon Tutorial, we'll tackle this scene. We'll tackle it in 3 levels of difficulty. Each one with slight advantages over the last. However, if you're brand new to Houdini, the first method is for you. Very little vex, easy to understand concepts and it still looks great. If you're ...

















