
Master the basics of Houdini by building a scene from imported geometry to lighting and rendering, then explore geometry attributes, copying and instancing, Vex code, volumes, and particle tools.
Explore Houdini’s context structure across object and scene levels, geometry, SOP networks, materials and shaders, lighting, cameras, and rendering with lob nets in Solaris and USD.
Apply textures to a chess scene in Houdini, visualize UVs with UV quick shade, assign diffuse maps for the board and pieces, and prepare assets and groups for Solaris rendering.
Create and assign board, black, and white materials in Solaris, using material library and material linker, then render with Karma Expo and HDRI lighting.
Transfer attributes between geometries in Houdini, including color attributes (cd) and point or primitive attributes. Control transfers with distance thresholds, and create or transfer attributes for procedural effects.
Pack primitives into a single point to efficiently copy geometry in Houdini, then unpack to access originals and explore point and primitive attributes.
Explore when to use VEX wrangles versus VOP-like nodes in Houdini, using attribute warp node with noise for extrusion, importing p, exporting CD, and sampling noise.
Remap values in vop networks by importing the curve u attribute and using a fit range node to map zero and one into a new range.
Learn to remap values with vex using fit and ramp functions. Control scale and line position from the curve view with ramp parameters and an attribute wrangle.
Create a ramp-driven procedural effect in Houdini by coding a ramp parameter in VEX via an attribute wrangle, using it to drive scale and the y position (p.y).
Explore volumes and voxels in Houdini, converting polygon geometry to VDB and native volumes, adjusting voxel size for resolution, and comparing VDB from polygon with ISO offset fog volumes.
Compare Houdini native volumes and VDB volumes. Learn to convert geometry to both using iso offset and VDB from polygons, and understand sparse VDB efficiency with active voxels.
Explore SDF volume vs fog volume, convert polygons to VDB volumes, perform boolean operations, smoothing, and noise to create complex geometry and cloud-like effects.
Learn the cloud creation workflow in Houdini: generate a skybox and fog vdb, convert cloud shapes with vdb from particles, then layer cloud noise and wind for hero clouds.
Create a smoke simulation in Houdini by using DOPs and SOPs, converting geometry to fog VDB, importing density volumes with volume source, and driving with a sparse solver and forces.
Explore houdini's pyro solver to create smoke, fire, and explosions using a top-level digital asset, then tweak wind, turbulence, voxel size, and vdb caching.
Create a fire and smoke simulation in Houdini by converting geometry to VDB volumes, feeding burn and temperature into a pyro solver, and adjusting buoyancy and gravity.
Set up a pyro solver in Houdini by creating a pyro source from scattered points. Rasterize attributes to volume and link voxel size to particle separation for higher resolution.
Learn how to cache Houdini smoke simulations to disk to manage ram usage, including setting up a file cache, choosing VDB storage, frame ranges, and loading cached data in Solaris.
Explore how to create explosive pyro bursts in Houdini using the pyro burst source, adjust shape, seeds, trails, and fading, and convert attributes to volume for a full pyro simulation.
Explore explosion simulation in Houdini 101 with pyro burst source, density, temperature, burn, divergence, and volume to create high-res, dynamic explosions, including noise, ground collision, and real-time playback.
Assign explosion materials and render in Solaris using a pyro bake volume for scattering. Import Kerma pyro materials via a material library to achieve realistic smoke and glow.
Learn to build a pop network in Houdini, using pop object, pop solver, and pop source to emit particles and apply forces with noise for dynamic motion.
Explore configuring particle forces in Houdini, including initial velocity and variance. Control the pop axis force, orbit speed, lift speed, suction, and color with the pop color node.
Explore pop curve force in Houdini to drive particles along a curve, using second context geometry like helix or circle and tuning follow, suction, orbit, and global force ramps.
Create custom particle forces by building a velocity volume from geometry, applying volume noise, visualizing with volume trail, and driving particles with pop advect by volume in the DOP net.
Turn a helix into a velocity volume to create a custom curve force that guides particles along a path. Learn advection, noise, and collision control to keep particles within bounds.
Drive particle advection with smoke and pyro simulations by creating and importing velocity volumes, so particles follow the evolving velocity field and turbulence shapes the motion.
Render Houdini particle simulations by emitting particles, applying wind, adjusting life and scale, and coloring via a CD attribute in Karma XPU.
Explore pop grains for sand and snow simulation, from creating a triangulated sphere source and noise displacement to configuring grain source, gravity, and the pop grain solver for collision-aware dynamics.
Create a dry sand and wet sand look with Houdini's pop grain node, color, and attraction weight. Adjust substeps, friction, stiffness, and clumping to control collision and sand behavior.
Activate grain particles in Houdini 101 by transferring mass and an activation attribute to a pop sim, enabling a crumbling sand effect with frame-driven growth.
Render sand grains by importing grain particle caches into a lob network, applying a sand material with color from material x geometry color and roughness 0.5, and rendering in expo.
Learn to build a grain soft body in Houdini by converting a grain source into constraints, applying gravity and a ground plane, and tuning stiffness and substeps.
Learn when to use animated versus deforming workflows in Houdini 101, including name attributes, piece prefixes, packed geometry, and how the RBD bullet solver handles animation and deformation.
Learn vellum soft body workflows—from planar patch-based cloth to triangulated mesh—pin constraints, wind, and struts to preserve volume and render.
Explore Houdini's vellum constraints, including cloth and pressure constraints for balloon-like soft bodies, shape-match for rigid behavior, and tetrahedral soft bodies that preserve volume, with substeps and plasticity controls.
Explore Houdini vellum hair constraints by building a line, pinning end points, adjusting stretch and bend stiffness, and attaching to a collider for a soft, springy hair simulation.
Explore vellum grains and vellum fluids by configuring grain sources, gravity, and a vellum solver to create dry and wet sand, with viscosity and surface tension tuned via substeps.
Import a particle fluid tank into the flip simulation, set water level and particle separation, and link it to the flip domain; then tune wind, gravity, and colliders for splashes.
Explore the flip SOP solver workflow to emit, simulate, and collide fluids with gravity, surface tension, and viscosity, using a flip boundary, colliders, and a flip tank for water-like effect.
Thank you for joining Houdini 101: your first steps in procedural fx. Enjoy what you learned, and see you next time.
We will start this course of from very basics how to navigate in the scene around and then we will take a brief tour of Houdini all of different contexts what they are and why they are here and in the process we will build entire scene from importing geometry assigning materials lighting and rendering our scene.
Once we have established our foundation then we will take a deep dive into the Houdini SOP context and in here we will take a look at different geometry grouping techniques geometry attributes transferring the attributes driving extrusion from attributes.
And then we will take a look at copying and instancing how to orient instance geometry instance attributes copying multiple geometry.
And then we will learn about VEX and VOPs and how to work with VOPs and then we will take a look at writing vex code and we will learn about different data types and how to create parameters and channels.
And then we will learn about working with volumes in Houdini how to create procedural skyscape and hero clouds working with smoke solver and pyro solver for creating smoke, fire, and explosion simulations rendering fire and explosions working with ACES and rendering with ACES Color space.
And then we will dive into particles how to create particle simulation working with particle forces creating our own particle forces. And then we will take a look at POP Grains for creating sand and snow simulation.
And then we will learn about Houdini RBD Bullet solver for creating rigid body simulation, creating destruction simulation, fracturing the geometry.
And then we learn about vellum solver for creating soft body simulation. And we will finish this course off with flip fluids how to create both large and small scale fluid simulations. We will learn about flip viscosity to create viscous fluids. We will learn how to import geometry in Solaris for rendering and we will learn about Karma XPU for rendering.
Some key topics we’ll cover include:
Introduction & Basics
Navigating the scene
Overview of Houdini contexts
Building a Scene
Importing geometry
Assigning materials
Lighting and rendering
Houdini SOP Context
Geometry grouping techniques
Geometry attributes & transferring
Driving extrusion from attributes
Copying & Instancing
Orienting instance geometry
Instance attributes
Copying multiple geometries
VEX & VOPs
Working with VOPs
Writing VEX code
Understanding data types, parameters, and channels
Volumes & Simulations
Creating procedural skyscape & hero clouds
Smoke & pyro solver for fire/explosion simulations
Rendering with ACES color space
Particles & POP Grains
Particle simulation & forces
Creating sand and snow simulations
Rigid Body Dynamics (RBD) & Vellum Solver
Bullet solver for rigid body/destruction simulations
Fracturing geometry
Soft body simulations with Vellum
Flip Fluids & Rendering
Large and small-scale fluid simulations
Flip viscosity for viscous fluids
Importing geometry in Solaris for rendering
Rendering with Karma XPU