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Support on Patreon: https://www.patreon.com/dannylaursen
Learn an advanced workflow to export up to two million particles from Houdini to Unreal. It works similarly to SideFX Labs' Houdini to Niagara. Instead of exporting the Houdini particle data to a json file that Unreal Engine reads, we export to an exr sequence. This exports much faster from Houdini and it can be loaded on the GPU, making the simulation run far better in UE5. We will go over how the system works, and walk step-by-step through building it yourself. At the end, you will know how the system works, and how to prepare it for high quality VFX / motion graphics rendering. One small caveat: The larger (in coordinate space) the simulation, the more imprecisions will happen because of 16-bit data precision.
In the next video of this series, we will work with our Houdini simulation and build shaders and set up studio lighting in Unreal Engine 5. We will also deal with some artifacts you might run into when rendering in UE5, and discover some neat tips and tricks for getting around it.
UE5 and Houdini project files and assets available here. Free with code: UERENDER https://dannylrsn.gumroad.com/l/sfzgs
Junichiro Horikawa: "Houdini to UE5 - How to Send Geometries with Attributes - Tutorial"
phire de: "How to render dynamic point clouds in Unreal Engine 4.25 with Niagara"
Medium post that inspired this experiment: "How To Play Back Volumetric Point Cloud Animations In UE4"
The Houdini simulation is inspired by Tactyc Studios: https://www.behance.net/gallery/150854803/10K-on-Instagram-Clip
Chapters:
Support on Patreon: https://www.patreon.com/dannylaursen
This is the first part in a tutorial series that will go through creating procedural flower blossoming animations in Houdini. In this part, we go through some basics of procedural modeling and KineFX to create a single flower petal with a rig that allows the user to shape and animate between a "bud pose" and a "bloom pose". I initially intended for this tutorial series to be for beginners, but feedback from the community proves that intermediate users have a better experience.
In the next parts of this series, we will make a phyllotaxis point generator to copy the petals onto, create a system for blending multiple skeletons based on a growth attribute, create procedural animation curves, and simulate the flower in Vellum. At some point throughout the series, we'll talk about using this procedural setup to model a flower and its growth animation based on photo reference. At the end of it all, we will make flower materials, light, and render the flower animation through Solaris using Karma.
These methods are a mix of things I have seen from John Kunz on Patreon, Entagma, and some things I figured out together with Simon Reher.
Some interesting resources to explore this topic further:
Flower Projects | Paul Esteves | MucHUG
My KineFX notes on Notion:
Feel free to ask any questions or leave feedback in the comments. Would be happy to see any flowers people create.
Chapters:
Instagram - https://www.instagram.com/danlrsn/
Everything you need to go from a brand-new Second Life avatar to your first
THE ORDER MATTERS
The HUD comes first. You cannot register without it, because registration
WHAT YOU START AS
Everyone begins as a Colonist. It is the starter profession: you can use any
WHAT IS IN THE BOX
The HUD and meter are essential — without both attached you cannot gather,
Start your journey: https://slcolonies.com/start-your-journey
Questions are welcome in the comments, on our Discord, or on the forums.
Discord: https://discord.gg/nAgxReW
#SecondLife #SecondLifeRoleplay #SLColonies #SurvivalRPG #RoleplayGaming
Rediffusion du live Twitch du 07 septembre 2026
Avec @Sonie_Couture
Soutenez le projet :
Un live du lundi au mercredi à partir de 19h ! Lives bonus les vendredis après-midi.
Le Shop Noir Pastel
Chaîne Principale : https://www.youtube.com/@ArtwoXYZ
I’ve enjoyed making Jurl on older computers, trying to get the same game working on vastly different sets of resources and requirements was a fun challenge.
So what about if I made a gaming system that was based on relatively modern components and software, but had the same challenges of those old systems?
Enter Pockity, a gaming ecosystem that includes open-source firmware, sdk and an open-source handheld design to kick it off.
It’s not quite finished, I’ve still got a couple of things to fix - like sound - but it’s advanced enough that I can share what I’ve made and show off some examples.
More info here: https://www.pockity.co.uk
I had ordered a few of the bigger snacks for Koa. After a very short, and very broken, night, I wanted to relax with some telly, without having to worry that Koa would try to "inhale" his snack when it became "just small enough". As Koa almost kills himself at times, trying to do this, even when I'm trying to watch him like a hawk. With a snack this "little", I am sure that it should be safe for him for some time, so I can relax a bit...
Video Alt Text:
"I don't know if Koa wants a little snack. Does Koa want a little snack?"
Scene 2: The Very Good Boy
"Go sit down nicely then."
Scene 3: The Snuggle and Nibble
"Is it tasty, Koa? Do you have such a nice snack? Let's see then. Ooh, what a nice snack! Nom nom nom nom nom."
Scene 4: Maximum Spoiling
"Enjoy it nicely, sweetheart. Enjoy your meal, little Koa."
What kind of delicious chew is Koa enjoying today?
Simple robot but a good one. had to replace the speaker but for some reason he’s still really finicky - especially his switch - and the try me button doesn’t always respond well. Otherwise he works good!
Tom Hert
Slides: http://summit.riot-os.org/2026/wp-content/uploads/sites/21/2026/09/Day2-ai-stats.pdf
Over the last years LLM has started significantly impacting Free Open Source Software, this is also true for RIOT. In 2026 we introduced our own LLM policy, including tracking AI usage in hopes of understanding this shifting trend.
Tom is a RIOT Maintainer and Master student at the HAW Hamburg. Previously working on the Raspberry Pi Pico 2 and Documentation Revamp in RIOT, currently working on general RIOT maintenance and leading the LLM policy effort.
https://summit.riot-os.org/2026
Charlélie Pignol
Slides: http://summit.riot-os.org/2026/wp-content/uploads/sites/21/2026/09/Day2-Thingsat-PIGNOL-compressed.pdf
The NewSpace revolution, and particularly the emergence of CubeSats and nanosatellites, has created new opportunities for embedded systems technologies. Modern small satellites increasingly rely on low-cost, low-power, and highly integrated components, including resource-constrained microcontrollers (MCUs), MEMS sensors, off-the-shelves imagers, software-defined radio technologies, and low-power communication transceivers such as LoRa® devices. These technologies enable the rapid development and deployment of affordable space missions while significantly reducing development cycles and operational costs.
The ThingSat project is an in-orbit LoRa gateway designed as an experimental platform for evaluating Low-Power Wide-Area Network (LPWAN) communications in space. The project investigates several emerging use cases, including Satellite Internet of Things (SatIoT), inter-satellite links (ISL), and the prototyping of innovative and affordable satellite services. Potential applications include Positioning, Navigation and Timing (PNT), ranging and localization services, Emergency and Warning Services (EWS), Search and Rescue (SaR), Automatic Identification System (AIS) reception, Direct-to-cell for the poor man (Meshcore and Meshtastic) and other distributed communication modes (SCHC …).
This presentation will provide an overview of the software architecture developed for ThingSat and its integration with the RIOT operating system. Particular attention will be given to the reuse and adaptation of key open-source middleware components and drivers required for space operation. The presented software stack includes:
– A mission engine scheduling SatCom experiments according to time, orbital position, and mission constraints.
The next generation of the firmware will progressively embrace the Rust programming language to improve memory safety, reliability, and long-term maintainability of critical onboard software. It will be built upon Ariel OS, a modern Rust-based embedded operating system designed for resource-constrained devices, while preserving interoperability with the existing RIOT OS ecosystem and software components. This evolution aims to leverage Rust’s strong safety guarantees to reduce common software vulnerabilities and increase the robustness of future CubeSat and NewSpace missions.
The presentation will also discuss the challenges of deploying terrestrial IoT technologies in the space environment, including radiation constraints, intermittent connectivity, power limitations, and long communication delays. Finally, lessons learned from the development and in-orbit operation of ThingSat will be shared, highlighting how open-source embedded software ecosystems can accelerate innovation in NewSpace missions and contribute to the emergence of next-generation satellite services.
Charlélie Pignol is an embedded systems engineer at CSUG (Centre Spatial Universitaire de Grenoble).
https://summit.riot-os.org/2026
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