
Begin your journey from beginner to advanced with hands-on Houdini projects that teach procedural effects, particle systems, and dynamic simulations, building a strong foundation for creative work.
Explore the Houdini user interface, mastering the shelf, parameter window, node editor, and viewport; navigate with mouse controls, use the camera view tool, quad view, and first-person navigation.
Learn how to import geometry into Houdini using a file node, read OBJ/FBX models from Blender or Maya, triangulate polygons, and export as OBJ or FBX with raw geometry output.
Learn the project-based workflow in Houdini by creating a crystal growth project, setting up a new Houdini project, naming it crystal growth, organizing folders, importing geometry, and starting the build.
Load an FBX model from Poly Haven into Houdini, set up geometry and file nodes, center and scale, align to floor, preview the diffuse texture with a UV shared node.
Create and scatter crystal-like pieces by fracturing a dodecahedron with Voronoi, converting to volume, and using mask-based density to place crystals inside and on surfaces.
learn to copy multiple fractured geometries onto scattered points using copy to points, with connectivity and piece attributes to transfer unique names and control copy modes.
Align crystals to points by iterating named primitives, scale and center them, and orient with normals. Clean attributes, randomize scale with a channel float slider, then scatter more crystals.
Create a growth effect in Houdini using attribute transfer to color a grid from a sphere, then drive scale with a mask attribute and an animated bounding box.
Set up the ACES color space for all rendering in Houdini by downloading the OpenColorIO config, creating the OCIO environment variable, and enabling the ACS profile with RGB output.
Import geometry into Solaris, build materials with Material X using Poly Haven textures, light with area lights, set up a camera, and render with Karma XPU for crystals.
Create a basic particle simulation in Houdini fx 19.5 by emitting from grid with a pop net and pop source, adding forces and color ramps to reveal surface bound dynamics.
Set up your Houdini project, load a machete model, prepare geometry with scale, orientation, and cleanup, isolate the blade, fill holes, and visualize textures, then prepare for particle disintegration emission.
Set up a particle source by sculpting a surface-based emission with a density attribute, using attribute warp, noise maps, and ramped animation to emit particles from blade edges.
Set up particle forces and velocity fields using normals, curl noise, and wind in Houdini, tune life, jitter, and color attributes, then cache results to disk.
Import particles and a blade into Solaris and render with Karma. Animate particle scale with age, color by speed, and blend rusty and shiny blade shaders via a mask.
Set up pop grains in Houdini using grain source and pop net with gravity and ground collision, tune pop grain parameters, color with random attributes, and control clumping and substeps.
Create a crumbling sand simulation in Houdini fx 19.5 by activating grains with an attribute warp driven by anti-alias noise, animated fade, and gravity, using file caches and disk caches.
Shade and render sand in Houdini using a stage context, ground plane, merged sand and ground, material library, dome light, and Karma Xpu rendering for wet and dry sand.
Convert geometry to Houdini volumes or VDB volumes for pyro smoke and fire simulations, adjust voxel size and resolution, and use cloud nodes and noise to shape density.
Set up a basic smoke simulation with a tube geometry, convert to volume, and drive it in a pyro solver using density, temperature, buoyancy, wind, and turbulence.
Set up a high fidelity smoke simulation in Houdini FX 19.5 using the pyro solver, with density and temperature fields, noise, turbulence, buoyancy, and gas wind forces.
Render a smoke simulation in Solaris by building a background grid, refining geometry, and applying exp pyro shader, then light with a dome and distant lights and render with Karma.
Learn to use the pyro solver to create fire and smoke by volumes from burn and temperature, emit density, and adjust voxel size, with explosions and collision geometry.
Set up a campfire fire simulation in houdini fx 19.5 by loading a fireworks model, texturing, isolating stones, and building a pyro source with turbulence and diffusion.
Build a campfire ember simulation by configuring a Houdini particle system with pop net and source, set initial velocity and curl noise, then add spark trails and splitting.
Set up a campfire render by importing three nodes for woods, fire, and sparks, merging them, and configuring a karma render with textures and emission shaders.
Learn a basic rbd bullet solver workflow in Houdini FX 19.5, from creating a dodecahedron and ground plane to fracturing, packing fragments, and configuring material attributes.
Master fracturing techniques in houdini, including material fracture, scatter from volume, chipping, interior detail, grains, and boolean and voronoi fractures for realistic destruction.
Create slab geometry, convert to volume, and scatter points for voronoi fracture, then use constraint geometry with the bullet solver to apply glue or soft constraints.
Activate your simulation manually to create a crumbling effect using anti-alias noise, remapped ranges, and a fading parameter, importing the active attribute per frame into the bullet solver.
Create a destruction setup in Houdini by engineering a slab crack, fracturing with Material Fracture, tuning noise and detail, and simulating with Bullet solver using proxy geometry, then cache results.
Create debris particles for a destruction simulation using a debris source at frame 240, color by age with a ramp, emit via pop net with gravity and ground collision.
Set up the stage for rendering a Houdini RBD simulation, unpack geometry, and assign inside and outside materials via a fracture workflow, then render with Karma or XB.
Learn vellum solver basics to create soft body cloth simulations. Set up a grid, convert to a triangulated mesh, and configure cloth constraints and collision with a table.
Explore vellum soft body constraints, including stretch and tetrahedral soft bodies, transfer simulations to the original geometry with point to form, and adjust stiffness and volume for a jelly look.
Explore plastic deformation with the vellum solver using a shape match constraint to bend and flatten a loaded barrel against a dodecahedron collider, adjusting mass, plasticity, and delta mesh relaxation.
paint the hair growth region on a wig head, set vellum constraints, and simulate gravity and wind. adjust density and color via curve attributes.
Import a Mixamo character into Houdini via agent, set up a vellum cloth with pin constraints, wind forces, and substeps, then prep geometry for rendering in Solaris.
Learn how to build a flip fluid simulation from a particle fluid tank source, configure domain and particle separation, and integrate a crack collider with velocity transfer and gravity.
Create a continuous fluid source in Houdini using a triangular sphere, animate noise, and connect a flip solver with gravity and viscosity for a continuous, viscous emission.
Mesh particle simulations with flip fluids meshing, disable viscosity, set particle separation to 0.05, then pack and cache geometries and generate the mesh via particle fluid surface for Solaris rendering.
Are you fascinated by the world of visual effects and computer-generated imagery? Dive into the exciting realm of Houdini with our beginner-friendly course!
In this comprehensive introduction, we will demystify the fundamentals of Houdini, the powerful 3D animation and visual effects software. Whether you're a budding animator, a game developer, or simply curious about the magic behind stunning movie effects, this course is the perfect starting point for you.
Throughout the course, you will learn the basic principles of Houdini's node-based workflow, enabling you to create mind-blowing simulations and captivating animations. I will guide you through the intuitive interface, teaching you how to navigate the software efficiently.
Starting with the basics, you will discover how to create and manipulate geometry, apply textures and materials, and delve into the world of lighting and shading. You will also explore the art of particle systems, fluid simulations, and rigid body dynamics, gaining hands-on experience in creating realistic effects.
I will walk you through practical exercises and projects, giving you a chance to apply your newfound knowledge and develop your skills. By the end of the course, you will have a solid foundation in Houdini and be equipped to unleash your creativity in the world of visual effects.
Some of the topics included in this course
Creating procedural crystal growth
Copy variations
Working with attributes
Creating particles simulations
Creating sand simulation with pop grains
Working with Volumes
Creating smoke and fire simulations
Working with ACES color space
Working with RBD dynamics
Working with pack primitives
Working with RBD constraints
Manually activating RBD simulation
Working with Vellum to create Soft Bodies Simulations
Creating water simulation with Flip Solver
Working with Solaris
Working with Karma XPU
Join me now and unlock the limitless possibilities of Houdini! No prior experience required. Get ready to bring your imagination to life!