
Learn Houdini from the ground up, mastering geometry basics, attributes, and procedural projects, then explore wax and warps, volumes, simulations, and fluids.
Download the project files for each chapter of Houdini for absolute beginners, and rate the course by writing a review.
Explore the Houdini user interface, including the shelf, parameter window, network editor, and play bar, and learn navigation, object placement, transform tools, and view ports with customizable desktops.
Import geometry into Houdini by loading OBJ or PHP files with a file node in the geometry context, then center and scale with a match size node.
Learn to group geometry in Houdini using merge and group nodes, define primitive, point, and edge groups, and control transforms with per-group filtering, bounding regions, and randomization.
Explore attributes in Houdini by creating geometry, color, and point attributes, promoting them to primitives, and using copy to points, scatter, and ambient occlusion masking to drive parameterized visuals.
Transfer attributes between geometries using the attribute transfer node, wiring color and extrude attributes from a sphere to a grid, with threshold, bandwidth, and animation controls.
Learn to copy multiple geometries onto points using merge and add nodes, assign a name attribute, and drive distribution with attribute from pieces, connectivity, cycle, noise, and random options.
Learn to scatter and align points on a surface to create grass blades and rocks, using density attributes and orientation controls.
copy geometry onto a curve in Houdini using orientation along curve to align normals and up vectors. use copy two curves, resample, unpack, and keyframe animation for motion along curves.
Use the chainsaw to copy geometry onto curves by matching curve length and geometry size to fit pieces along the curve, enabling multiple geometries and start-to-end sequencing.
Explore procedural geometry creation in Houdini by building a simple staircase with a helix, sweep, group range, and poly extrude, including rails and end caps.
Turn a procedural staircase tool in Houdini into a reusable digital asset by boxing internals into a subnet, then exposing and renaming height, steps, radius, and scale parameters.
Create a procedural nuclear reactor chimney from a line, adding rings, brick-like rotation, and converting lines to perimeters, then selectively slice primitives for the railing lesson.
Procedurally create tower railings by isolating the top ring, promoting attributes, and using group expressions to identify top edge, then extrude and subtract inner rings before merging with the tower.
Create the tower base in Houdini by building connectivity, isolating the first ring, extruding inner faces, and duplicating pillars with copy and transform.
Turn a nuclear cooling tower into a reusable digital asset by cleaning attributes, creating a subnet, exposing height, rotation, radius, and railings parameters, and exporting the asset.
Explore VEX, Houdini's native language, and VOP workflows. Learn to create and read attributes with wrangle, constant, bind export, and bind nodes.
Explore geometry manipulation with VOPs by creating a circle, slicing with an arc, adding thickness and end caps, and animating rotation using transform, flow to vector, and promoted speed parameters.
Explore geometry displacement in Houdini using warp and displace along normal, driven by noise and ramp controls to sculpt grids and scattered boxes.
Learn to import attributes into warps using import point attribute workflow, sample attributes with point cloud open and PC filter, and adjust radius to transfer attributes based on geometry position.
Learn to write VEX code in Houdini using attribute wrangle, create attributes of int, float, string, and vector types, and use parameters and channel ramp with fit for remapping.
Learn to build a geometry projection using VOPs nodes and VEX, projecting a line onto animated crag legs via distance, primitive number, and UV attributes, then transfer to points.
Build a vex-based projection deformer by assembling a warp network and sampling the current point and primitive data with the x y z distance function.
Convert polygon geometry to a volume with vb from polygons, then explore fog volumes and Houdini volumes by adjusting voxel size for a sparse, efficient 3D representation.
Learn to convert geometry to SDF volumes, adjust voxel size, visualize SDF values, perform boolean operations, and use volume noise and masks to sculpt organic forms.
Learn to build cloud formations in Houdini using voxel-based density, cloud noise, and fog volumes, then convert fog to polygons with correct normals.
Create your first Houdini smoke simulation from a sphere using a pyro source, assign density and temperature, tune voxel size, gravity, and wind for dynamic results.
Explore configuring the pyro solver in Houdini, adjusting voxel size, time scale, and switching from sparse to non sparse simulations; fine-tune collisions, density, buoyancy, disturbance, and turbulence to shape smoke.
Learn to use the divergence field to control smoke expansion in Houdini. Visualize pressure alongside divergence, adjust divergence values including negative to shape and intensify the simulation.
Set up a large scale smoke simulation in Houdini by creating a sphere, converting to volume, and tuning density, velocity, and turbulence with noise and wind.
Set up a smoke cache by disabling unused fields, enabling 16-bit flow, and using a file cache node with $OS expressions to write caches in SC format, for 120 frames.
Download the ss color profile from open color configuration and copy the ss 1.0.3 folder to your aces directory, set the oco environment variable, and restart to enable aces.
Import the smoke into Solaris, set up a camera and dome light, and apply the X CPU pyro preview shader from the material library for rendering with EXR sequences.
Create realistic fire by emitting from a source with burn and temperature attributes, then refine density, flame, and smoke fields with turbulence, lifespan, and viscosity for rendering.
Apply post-processing volume deformation in houdini by converting caches with the volume to form workflow, then bend, twist, and shape with attribute noise along a spine curve.
Build sparks for fire with a basic particle simulation in houdini, connecting a source to a pop net and adding a particle trail with velocity, color ramp, and noise.
Learn to render fire and sparks in Houdini using mantra and Karma, set up materials and pyro volume, adjust flame fields and intensity, and render sequences to disk.
Learn to build a pyro burst explosion in Houdini by using a pyro burst source, adjusting burst type, blast rings, and trail parameters, and simulating with the pyro solver.
Configure a pyro explosion in Houdini by adjusting bounds, boundary conditions, and dissipation, then tune divergence, flame expansion, and buoyancy through temperature to achieve a rising explosion.
Configure a pyro solver and trail system to generate realistic explosion smoke trails, adjusting voxel size, padding, trail path, velocity, noise, and temperature for performance and realism.
Create blast rings for an explosion by configuring a pyro force source, shaping the rings with distribution, ramp, and noise, and generating a density volume for a fading explosion render.
Render a complete explosion sequence in Houdini using Mantra, Solaris, and Karma, setting up trails and blast rings, adjusting smoke color and lighting for contrast.
Build a basic particle simulation in Houdini with a dop net, pop solver, pop object, and pop source. Control emission, life, velocity, forces, noise, and streams for multi-source particles.
Explore how to create and control particle systems in Houdini using pop nets and forces, including gravity, wind, noise, and boundary limits, with color ramps and flocking behavior.
Create a tornado-like particle simulation in Houdini for beginners using pop axis and curve forces, a helix curve, color ramps, and birth rate.
Create custom particle forces in Houdini by generating velocity volumes with curl noise, visualizing them with volume trail, and driving a pop net with these forces and field force.
Learn to use the POP replicate node to emit particles from a source, manage reference streams, apply forces, adjust inherited velocity variance, and add noise and trails.
Learn to drive particle motion with smoke simulation velocities in Houdini, building a smoke volume, configuring density and divergence, adding turbulence and noise, and exporting particle caches.
Render particles in Houdini Solaris by importing, rotating -90 degrees, and applying a 0.05 scale attribute. Use an unlit material for additive rendering with blue light and a final camera.
Learn to set up growth attributes in Houdini by building a density mask from geometry, driving emission with a ramp and noise, exporting density, and scattering particles.
set up a particle simulation from a sphere, drive motion with normals-based velocity and noise, adjust life and wind, color by speed, visualize as pixels, and cache to disk.
Color and scale Houdini particles using edge attribute ramp, map scale with range, export an AP scale, assemble geometry and particles, and render with Karma.
Set up grain simulations in Houdini: load geometry, create grain source, apply gravity, collisions, and explicit constraints, and tune clumping, friction, and scale kinetic for dry sand effects.
Activate grains in Houdini by creating a growing activation attribute from distance along geometry, then drive a dynamic grain system with attribute transfer, ramped offset, and visualizer.
apply ap scale attribute and id-based color via ramp nodes, import and scale the grid, merge geometry, set up dome lighting, and render high-resolution sand grains.
Explore grain-based soft body simulations in Houdini, building grain sources, constraints, and a pop net, then deform geometry with the point-to-phone node and collision with a collider.
Learn to set up a basic rigid body dynamics simulation in Houdini by packing geometry, using primitive name attributes, and wiring a bullet solver with a ground plane.
Explore geometry fracturing techniques in Houdini, using Verneuil fracture on sphere, scatter points, iso offset volume, interior and edge detail, and RBD material fracture for realistic shatters and explosions.
Explore fracture clustering in Houdini using RBD cluster and RPT cluster nodes to group pieces, visualize with exploded views, adjust piece size, and add RPG interior details.
Master the boolean fracture workflow by turning a box into a volume, scattering and randomizing points on a grid, applying cutting planes, and adding noise to reveal interior detail.
Activate the rigid body simulation by creating an activation attribute on fractured geometry with distance along geometry and a ramp-controlled offset, then drive the RBD with the bullet solver.
Explore how to build and visualize RBD constraints in Houdini by connecting geometry with glue and soft constraints, adjusting strength and plasticity, and simulating fracture and deformation.
Set up a vellum cloth in Houdini by creating a grid, adding a cloth constraint, defining a collider sphere, and adjusting stretch and bend stiffness.
Master Houdini vellum soft body workflows, from vellum cloth on triangulated meshes with pinning and wind, to tetrahedral soft bodies with shape-match and volume preservation constraints.
Learn to use vellum pressure constraints with a cloth volume to create soft, inflated geometry, then adjust rest length scale and transfer results to the original mesh via point deform.
Explore the vellum shape match constraint in Houdini, connect a triangulated mesh, adjust stiffness and plasticity, and simulate collisions with multiple colliders using a vellum solver.
Simulate vellum hairs by creating a sphere and line, applying string constraints, a vellum solver with collision, and attach-to-geometry to keep hairs on the surface during motion.
Learn to tear cloth in Houdini with vellum by creating edge fractures on a planar patch, solving cloth constraints, and using wind and curve-based guides for controlled tearing.
Master the vellum brush interactive solver to sculpt soft bodies, adjust stretch and cloth constraints, and refine triangulated meshes with pins and drag tools.
Explore Vellum grains in Houdini by creating points from volume, adjusting sphere packing and grid distributions, and tuning constraints, collisions, gravity, and mass attributes for dynamic sand-like simulations.
Set up a basic Houdini flip simulation by converting geometry to particles, adjusting domain and particle separation, then add gravity, collisions, and optional continuous emission.
Explore building flip tank in Houdini for absolute beginners by creating a particle fluid tank, configuring a flip solver, and simulating gravity, collisions, and rock geometry with active rigid bodies.
learn to create a viscous fluid in Houdini with flip, using a collider and volume source, then tune viscosity and particle separation for honeylike simulations.
Convert a flip fluid simulation into a mesh by importing fields, using the fluid compress and particle fluid surface nodes, and tuning polygon soup and smoothing.
Import the mesh into Solaris, set up an out mesh and an out ball, then render the particle fluid mesh with the Karma engine.
Are you a beginner and want to learn all the Houdini effects?
Then I welcome you to Houdini for Absolute Beginners course.
WHY SHOULD YOU LEARN FROM ME:
Hello, my name is Shahzad Ahmad. I am a Houdini FX Artist. I am passionate about creating Visual Effects (explosions, smokes, fire, clouds, dust, particles, magic, etc.), as well as all kinds of destruction and fluids. I am a self-taught Artist. And I love watching science documentaries and Sci-Fi movies!
By the end of this course:
You will be able to work in Houdini with confidence.
You will be able to create procedural geometry in houdini.
You will be able to create smoke and pyro simulations.
You will be able to create particle simulations.
You will be able to create soft body simulations.
WHAT WILL I LEARN:
Houdini procedural workflow
Geometry Attributes
Geometry Grouping
Scattering multiple objects
Working with VOPs
Writing VEX Code
Geometry data types
Houdini volumes
Building smoke simulation network
Building pyro simulation network
Working with ACES color space
Create particles FX
Working with grains
Create rigid body simulations
Geometry fracturing techniques
Working with RBD Constraints
Working with vellum solver
Create vellum soft bodies
Vellum constraints
Creating flip fluids
Rendering flip fluids
Rendering with Karma XPU
COURSE PROJECTS:
We will start with the basic houdini navigation and get familiar with the user interface. And then we will talk about geometry grouping and geometry attributes and create two procedural projects. First we will create a procedural spiral staircase and then procedural nuclear reactor cooling tower. After that we will learn about VEX and VOPs working with VOPs and writing VEX code and we will create projection deformers both in VEX and VOPs. After we have good understanding with houdini SOPs then we will dive into houdini DOP land and create dynamics simulations we will learn about volumes and voxels and build a smoke simulation network. After that we will learn about pyro solvers and create fire simulations to generate sparks for fire and then we learn about explosions and create an explosion project. After that we learn about particles, setting up particle simulation networks to work with particle forces and we will create our own custom forces to drive particle simulation. And then we will learn about grains, how to activate grains and create sand simulation. After that we will learn about rigid body simulations and setup RBD simulation networks and we will learn different geometry fracturing techniques and we learn about constraints, how to create constraints and different constraints types. And after that we will learn about vellum to create soft bodies simulation and learn about different vellum constraints and how to dynamically adjust constraints while simulating. And we will finish this course out with flip fluids and we learn how to set up a flip simulation network. We will learn about flip viscosity to create viscous fluids. And we will render all our projects in Karma renderer. We will learn how to import geometry in Solaris for rendering and we will learn about Karma XPU for rendering.
IS THIS COURSE RIGHT FOR ME:
I have designed this course for beginners who want to learn Houdini.
WHAT SHOULD I KNOW OR HAVE FOR THE COURSE:
I expect you to have some sort of basic 3D knowledge.
You should have Houdini installed on your computer.
JOIN ME NOW:
So if you want to learn Houdini and want to create procedural geometry and FX, then join me now. Hope to see you in the course.