
Watch the course trailer to preview the path to becoming an fx artist using Houdini.
Transfer attributes between geometry using the attribute transfer node, link parameters with relative references, and drive color, primitive attributes, and extrusion with distance thresholds and scale attributes.
Master creating and using groups in Houdini to control transforms and attributes. Explore primitive groups, selection-based groups, bounding regions, and on-the-fly group creation.
In this tutorial you are going to learn very useful geometry aligning techniques
In this lesson we are going to learn about scattering the Geometry
Displace geo by sampling noise and offsetting along normals, then mask the displacement with an attribute painted mask, promoting parameters for interactive control of frequency and noise type.
Drive random pscale values for copied geometry using anti-aliased noise, clamp to nonnegative ranges, adjust amplitude and frequency, randomly orient the instances, and export the pscale attribute.
Create a new Houdini project by going to file, selecting new project, setting the project path, choosing a home folder, naming the project, and organizing folders for renders and geometry.
Procedurally generate a profile curve around multiple wheels by building a convex hull silhouette, creating a wrapping boundary, and using per-primitive attributes to drive a scalable, centered copy of pieces.
In this lesson we are going to learn about the new Chain SOP in Houdini 18.5
Learn to build tank treads procedurally in Houdini by copying and aligning multiple pieces, controlling orientation, connectivities, and attributes. Merge, center pivots, adjust scale and spacing, and animate the chain.
Explore how to make a wheel roll accurately in Houdini by linking rotation to circumference, converting degrees, and using diameter, radius, and bounding box size for correct sizing.
Implement and center wheels on the floor by adjusting transforms and sizes, then rotate each wheel via a loop using circumference and display flags to verify.
You will understand what Voxels are and how do they work.
Explore the pyro solver in Houdini 20 by building a flame source from a polygonal sphere, initializing burn and temperature attributes, and rasterizing to volume.
Configure open color io with an aces config, set the ocio environment variable, restart houdini, and render in the aces color workspace.
Create a small particle attraction smoke simulation in Houdini by building a velocity field with noise, animating it with time, and converting attributes to a volume to visualize particle motion.
learn to retime a houdini particle simulation by adjusting speed and frame ranges, visualize efficiently with pixel display, and use linear keyframes for smooth motion.
Render millions of particles by applying a constant material, adjusting particle scale, and using the micro polygon workflow, then set up a camera to render the frame sequence.
Master a particles disintegration setup in Houdini by creating an emission source, driving particle density with animated anti-aliased noise, and exporting attributes to control the disintegration.
Learn to simulate particle disintegration in Houdini by configuring density attributes, applying outward velocity from normals, adding wind and drag forces, and optimizing caching before exporting.
Adjust particle materials by setting reflectivity to zero, roughness to one, and applying a dark clay shader with subtle displacement, then render with an environment light and physically based rendering.
Learn to set up greens for sound and snow simulations in Houdini, including a green source, particle emission, constraints, first-frame import, gravity, and collision visualization.
Learn to set up grains constraints to keep soft-body grains connected with explicit constraint networks, adjusting constraint strength, stiffness, and max substrates to prevent breaking and reshape geometry.
Learn to deform geometry with grains by using a point deform setup, grain source, and rest point, and apply a soft part effect to smooth pinching with radius.
Create and configure collision geometry and a test geometry to drive interactions with particles, then visualize display geometry and use deforming geometry to import and animate collisions.
Master upres grains simulation in Houdini by using point replication to generate millions of particles, tuning density with P scale, and rendering through flipbooks with camera, lights, and materials.
Create materials and render a grain simulation using a principal shader for particles and ground, adjust diffuse and roughness, set up environment lighting and PBR rendering.
Learn to cluster fracture pieces in Houdini using noise to define chunks, adjust size and detach ratio, and assign unique names to create varied, convincing wood fracture effects.
Explore creating dynamic effects with packed primitives in Houdini by converting geometry to volume, fracturing, applying noise-based displacements, and simulating particle-driven motion with a pop net.
Explore glass fracture in Houdini with RBD material fracture, adjust scatter points for radial cracks, and fix cracks using RBD connector faces.
Learn to create and manage constraints in Houdini using RBD constraints, including soft and glue types, with name attributes to connect geometry. Visualize, configure, and simulate constrained assemblies under gravity.
Learn Houdini 20.5's new RBD car rig workflow, including the RPD car rig, car follow path, bullet solver, and terrain-driven tire deformation with the RPD car deform.
Load and merge rock assets, reduce polygons to about 20–30 percent, and fill holes to create solid destruction geometry. Isolate fracture areas, build collision geometry, and prepare an exploded view.
Create proxy geometry for simulation using convex decomposition with max concavity 0.2 and delete pieces with area below 0.07, then transfer animation to high-res geometry and generate rbd constraints.
Create inside and outside rock materials with a principal shader, adjust color, roughness, and displacement noise, assign them to the groups, and set up constrained properties.
Set up render in Houdini by configuring environment light with a map and skylight, adjust exposure, create a diffuse material with base color, and tune mantra rendering with sampling.
Configure vellum constraints and collision for soft body and glass simulations, triangulate geometry, subdivide grids, and tune rematch and target size for stable cloth dynamics.
Master the vellum brush to sculpt cloth interactively, using mold, drag, rotate, crease, and ruffle tools, adjust volume and radius, apply collision geometry, and drive a life simulation.
Learn to build a vellum soft body in Houdini by configuring volume and stretch constraints, remeshing for uniform triangles, and using a solver with colliders for stable simulation.
Create a vellum chain and wire simulation using Houdini, configuring constraints, gravity, and collision to build a chain-like wire with adjustable stiffness, thickness, and collision handling.
Learn to set up vellum emission in Houdini by importing geometry into the simulation, creating a collider and gravity, and emitting multiple bodies with a continuous source and frame-based activation.
Learn to set up vellum grains and volume grains in Houdini, configure grains, create points from volume, simulate with gravity and collisions, and tune steps and attraction for stable results.
Emitting water from an object using Houdini’s flip fluid workflow, creating particles from volume with a flip source, then matching surface and collision geometry.
Create a waterfall simulation in Houdini using a flip solver, with oversampling, velocity, gravity, and volume-based collision to visualize vorticity and droplets.
Learn to set up a flip tank in Houdini, using a flip solver with particle fields and volume motion, then add rocks for interactive simulation.
Use wind, noise, and other particle forces to drive a fluid simulation in Houdini. Adjust flow scale, orbital rotation, and ramps to control motion and colorfulness.
mesh particles using the particle surface node to generate a mesh, visualize velocity and vorticity, convert to polygon soup or particles, apply filtering, dilate, and smoothing, then cache for rendering.
Apply materials and lighting, using a basic liquid shader and uniform volume for water, adjust the red light and environment map, and tune diffusion and rendering to produce clear water.
Updates:
Houdini 20.5 (Update)
RBD Car Rig - Houdini 20.5(Update)
New Clip SOP - Houdini 20.5(Update)
Quad Remesh - Houdini 20.5(Update)
Planar Inflate - Houdini 20.5(Update)
Expect more updates...
Houdini 20 (Update)
Pyro Solver - Houdini 20(Update)
Rendering in Karma XPU - Houdini 20(Update)
Compositing in After Effects
RBD Cone Twist Constraint - Houdini 20(Update)
RBD Car Rig - Houdini 20(Update)
RBD Car Rig HDA - Houdini 20(Update)
We will start from the basics and once we got the fundamentals coverd we will be moving on to create some fun and practical projects. We will start from the houdini SOPs land and once we got the confident working with SOPs then we will jump into DOPs houdini dynamic operators land understand the basics of houdini dynamics and create more complex FX projects.
This is a comprehensive Course teaching you how to create stunning VFX Shots using Houdini
Here some of the techniques you will Learn:
Introduction to Houdini 18.5
Workflow And Tools.
Powerful techniques for grouping geometry
Implementation of Circumference for accurate wheel rotation
The new Chain SOP in Houdini 18.5
Procedurally Generating Tank Treads
The New Scatter and Align SOP in Houdini 18.5
Creating Smoke Simulation Network
Using Microsolvers
The New Pyro Burst Source SOP in Houdini 18.5
The New Pyropyro bake volume SOP in Houdini 18.5
The New Pyro Sop Solver in Houdini 18.5
Setting up ACES in Houdini
Using Smoke Simulation to Advect Particles
Rendering Millions of Particles
Particles Disintegration Simulation
Use Pop Grains for Sand and Snow Simulations
Setting up Attractionweight Attribute to creat Wet Sand
We'll cover voronoi and boolean fracturing,RBD Material Fracture
Working with Packed Primitives
Setting up Constraints
Understanding Soft Constraints
Setting up Vellum Solver From Scracth
Tearing Cloth
Using curves to define Tearing
Vellum Soft Body
Using Tetrahedron to create Soft Body Simulation
Using Vellum to create Chains and Rop Simulation
Working With Flip Solver
Understanding Viscosity and Creative ways of using Viscosity
Using Flip Simulation to melt objects
Efficient ways of Writing Flip Caches to disk
Generating Mesh From Flip Simulation Particles
Setting up Materials, Lighting, and Rendering Flip Simulation