
Get started with vex programming by learning the basics from scratch, designed for complete beginners with no programming background and no need to know other languages.
Master variables and attributes in VEX, exploring floats, integers, strings, vectors, and arrays, and learn how to create and apply attributes in Houdini through wrangle nodes.
Create and manipulate attributes and variables in Houdini's VEX, introducing strings and numbers, setting up points, color attributes, and using wrangle nodes to drive geometry.
Discover integer and float types in VEX programming, declare age as int or float, and use casting and the F suffix for decimal values in the geometry spreadsheet.
Master if-else logic in VEX to compare integer variables a and b, set a string attribute named state, and drive color changes (green when true, red when false) in Houdini.
Learn VEX programming techniques using an attribute wrangle to create and manipulate the A attribute (an integer) with i at A and multiply values, preparing for velocity work in Houdini.
Attributes flow downward and transfer between nodes in VEX programming. Create a weight attribute with an attribute wrangle, view it, and contrast with a variable that doesn't transfer.
Distinguish predefined attributes and custom attributes in Houdini, and apply hundreds of predefined functions by supplying arguments in parentheses to manipulate attributes and run the feed.
Master attributes and functions in Houdini by using attribute wrangle to modify p positions, set p scale, scatter points, and copy boxes to points with color attributes.
Learn to use the chramp function in an attribute wrangle to generate a 0 to 1 ramp, apply a gradient, and drive color with the ramp values.
Learn how to use if and else in vex to set a mood based on the day, initialize variables, and apply conditional logic in an attribute wrangle.
Explore color changes in VEX programming using if and else with an attribute wrangle, variables for y and x positions, and conditional logic to color points blue, red, or green.
Practice if and else in VEX wrangles by deleting points with x greater than zero and coloring with g position using set color attributes, noting PD norms and g axis.
Create your own simple functions in VEX from scratch by defining arguments and a return value, and test with add and multiply examples.
Learn printf in VEX to print hello world in the Houdini console, using a grid and attribute wrangle, and see how loops enable repeated output without copying.
Understand how to create and manipulate arrays in VEX: define string arrays, use indices and components, build attribute arrays, add elements, and use the Len function to count items.
Explore loops with a focus on for loops, for each loops, and while loops, covering definitions, syntax, iterations, and using arrays to print all items.
Practice for loops with an integer array, computing sums and iterating through indices to access array components, using printf, len, and controlling iterations.
Master the for each loop in Vex to sum subject marks by building an array, iterating over it, and creating a total mass attribute.
Learn how to transfer attributes from detail to points in VEX programming, using a money-based status and if-else logic, while keeping details independent of geometry.
learn how velocity and color attributes drive motion in vex, with point versus primitive priority and practical attribute wrangles to visualize red and green colors, enabling dynamic simulations.
Learn how hoisting works in Vex programming by declaring the color vector at the top, not inside an if, to avoid errors.
Learn to copy geometry to points and control scale with an attribute wrangle. Use id and ptnum for randomness as you generate and delete points, preserving IDs for consistent dynamics.
Learn to scatter box buildings across a grid in VEX, copy to points, control varied heights with a height multiplier and attribute painting, and tune position with rand-based offsets.
Learn to deform geometry and assign velocities based on color values using VEX and attribute wrangles. Isolate these effects with red channel thresholds and turbulence noise.
Learn to control point removal by frame number, explore opposite conditions and PD norm, and switch to time control and primitive-based removal rules.
Explore how a random function yields 0 to 1 values to drive color variation and noise-based deformations. Adjust noise size with multiplication and division, and apply noise to the y-axis.
Identify data type conversion issues in VEX, especially integer division producing integers. Convert to float, enforce vector results for color, noise, and random calculations.
Explore VEX programming with rand and noise, producing vector or float results and dynamic colors. Learn to control data types, frequency, amplitude, and axis-constrained noise using time and offsets.
Learn how curlnoise and snoise drive particle velocities in VEX programming, comparing crowd noise’s non divergent, non clumping behavior with snoise’s divergent, clumping dynamics.
Learn to delete points in VEX with an attribute wrangle, using id and random thresholds. Apply the results in a pop net environment with gravity and wind to control distribution.
Deform a 200 by 200 grid with noise, moving along normals using frequency and amplitude. Convert noise to float and update normals via facet and compute normals to fix issues.
Compute vector directions between two points and the origin using subtraction, including p2 minus origin and p2 minus p1, then normalize to unit length.
Learn the importance of normalization in VEX programming by turning direction vectors, normals, and velocities into unit-length vectors, ensuring consistent length for accurate cross and dot products.
Compute the vector between two points using an attribute wrangle, derive and normalize the direction from positions, and apply it to velocities for simulations like flip, RBD, and pop net.
Explore how near points drive attribute transfer in vex, using the color attribute across grids, distance controls, and the attribute triangle, with masking to limit transfers.
Explain how to use the minpos function in vex to snap grid points to the nearest surface using positions, transfer attributes, and apply conditional logic with if statements.
Explore deleting points by distance in VEX programming mini project part 1 using mean pose to compute closest surface and a distance attribute to remove points under 0.5.
Explore color output in vex by building ramps, mapping values to 0–1 with clamp and min/max, and using invert and strength to drive color and particle visuals.
Master volume sampling with SDF-based PDB workflows in VEX, creating PDBs from polygons, applying transformations, and deleting points based on volume thresholds to ensure fast, accurate geometry.
Get started with VEX programming by building a simple mini project that blends object positions using distance-based lerp, ramp-driven controls, and wrangle logic to create a distortion effect.
Apply sine function in Houdini to generate a wave pattern on a 300 by 300 grid by modulating the y position, using sphere and copy to points.
Learn to generate sine and cos wave patterns on a grid in Houdini using an attribute wrangle to modulate y with sin and cos, adjusting frequency and height (amplitude).
Concludes the voxel level one introduction and previews VEX two, reinforcing variables, functions, attributes, if else conditions, and hoisting, while preparing you to read others' code in Houdini.
In this series of lessons, we will learn fundamentals of VEX in Houdini. We’ll begin by understanding basic attributes in VEX and cover essential topics like variables, followed by loops and their types, including for, while, and foreach loops,
We will learn how to add and remove elements from arrays using loops and explore We’ll cover trigonometric functions like Sin and Cos, as well as distance functions such as distance and xyzdist. Important functions like neighbours, neighbourcount, and other geometry processing techniques will be addressed in full detail.
To wrap up, we’ll dive into point-finding functions like pcfind and pcfind radius, which will give you the skills needed to work effectively with complex point-based operations in Houdini. I will continue adding more lessons as we progress, so stay focused, and let's get ready to code in VEX!
In this course, you’ll:
Start with VEX basics and learn why it’s so powerful for creating procedural effects, animations, and custom tools in Houdini.
Break down VEX syntax and functions to understand how to control particles, manipulate geometry, and create shaders—all in an easy, beginner-friendly way.
Practice with hands-on exercises that reinforce each new concept and show you how to apply VEX
Gain confidence with practical applications of VEX, so you’ll not only follow along but also understand how to create your own effects and custom tools.
This course is designed to take away the fear of VEX and replace it with confidence and creativity. With this beginner-friendly approach, you’ll no longer feel held back by coding. You’ll gain the skills to unleash the full potential of Houdini, even if you’re starting with zero programming experience.
So, if you’ve been hesitant to learn VEX, let this course change the game for you. Get ready to take control of Houdini like never before and make VEX your powerful tool for creativity!