
Learn procedural modeling by building a thopter end-to-end, focusing on generating forms on the body and ornaments, with guidance on lighting, materials, and rendering.
Explore procedural modeling in houdini by building a thopter's main body from a spiral l-system, converting to nurbs, resampling for points, and aligning the front cylinder to the tail.
Create a procedural body shape by morphing a circle to a square using copy to points, normals, and blend shapes in a for-each loop in Houdini.
Learn to model a nose and glass transition in Houdini using a line with scale attribute, poly wire geometry, ramps, and attribute wrangles to control width and transitions.
Create decorative panels on a body using Houdini procedural modeling, separating tail and front and unwrapping to planar panels that adapt to form.
Advance panels creation by generating lines with poly wire, using boolean operations, refining borders with extrude and remesh, and preparing inner and border materials.
Learn to build a legs subnet in Houdini for art design, project points onto the body with normals, bend and copy lines to form insect-like legs, and refine with panels.
Houdini procedural modeling for art design explores creating leg forms through curves, resampling, skin, boolean operations, and borders, then refining with extrusions, noise, and gear-inspired details.
Create a back wing in Houdini using a procedural subnetwork, starting from a line and curve, applying booleans, remeshing, bevel, and poly extrudes, plus L-system handles.
Learn to create a procedural tail in Houdini using mirror geometry, volume displacement with VDB from polygons, gradient normals, and noise-driven spikes, then convert to polygons.
Learn to model procedural gears in Houdini for the forehead and legs, using poly extrude, boolean cuts, and centroids for hole patterns, with variants exported as FBX.
Create procedural circular patterns for the panel bottoms by building a subnet, using for each loops, booleans, clips, and transforms, then project the patterns onto panels with UV layout.
Design and place small ornaments along lines in Houdini using L-systems, copy to points with orientation and variants, and refine with intersection checks, resampling, and width adjustments.
Explore wing details in Houdini, building a glowing pipe engine with connectors from wing to pipe. Displace points with a ramped warp and use poly wire and circles.
Create an engine for a thopter with Houdini procedural modeling, using circle geometry, blades, poly extrude, front and side groups, and fuse for a detailed thruster.
Copy wing geometry to create engine blades, adjust with blast and width, extrude, transfer normals to points, rotate blades with quaternions controlled by degrees-to-radians, add connectors, and preview.
Explore nose interior detailing by adding internal machinery and gears to a glass-like nose form, using poly extrude techniques, normals, and a gear generator workflow.
Create a procedural core inside a sphere by building a bordered hole pattern with booleans, extrusions, and spiraled winding, then refine with circles and frames.
Build the core in Houdini procedural modeling for art design by using spheres, boolean cuts, normals, and an antenna to create glow and a framed ornament.
Procedurally build the interior topper by using booleans, clip nodes, and patch group to define the interior volume, thickness, and core, then merge and orient parts for future glass details.
Design front glass ornaments with Houdini procedural modeling by generating spirals, curves, and normals, applying path deform, mirroring, and precise sizing to fit glass geometry.
Build walls in Houdini by turning cubes into planks, using wrangles and switches to orient parts, add randomness and nails, and extrude to prepare for a future window.
Design a wall window in Houdini by creating a window frame, extruding components, and using booleans to cut the hole, then add an inner frame, planks, and glass with grills.
Demonstrates procedural candle modeling and melting in Houdini using viscous fluids, heat transfer from a moving heat source, and VDB-based refinement with particle scattering.
Build a high-resolution book in Houdini, with a box, pages, spine, text on the cover, and gear, using point warp, normals, copy to points, and poly extrude for curvature maps.
Learn a procedural workflow in Houdini to populate shelves with books using copy-to-points, resample, and wrangle attributes, aligning, sizing, and numbering each book for a realistic arrangement.
Explore procedural material creation in Houdini, including triplanar projections, UV considerations, curvature-based edge wear, color correction, roughness, displacement, and glow effects for a magical workshop scene.
Create contour-based blueprint textures in Houdini by tracing object contours, computing distance attributes, blurring, and wrangling data, then project and render textures for paper shader applications.
Set up a multi-source lighting rig for a Houdini procedural scene, using environment light from HDI Haven, a moon directional light, candles as point lights, a spotlight for the topper.
Learn to render a Houdini scene by setting resolution and primary samples, enabling denoising and depth, and exporting AOVs such as beauty, diffuse direct/indirect, and glossy reflections.
Split EXR into AOV layers, denoise with Odin Denoiser, and composite in Photoshop, applying depth of field, glow, color lookup, and vignette for final post-processing.
Welcome and let's dive into the math magic of Houdini! In this lesson, we'll learn how to bring your ideas to life using procedural modeling tools. We'll transform your fantasies into real objects, harnessing nodes to create your future masterpieces. You'll learn to express your love for what you create with your own hands through the possibilities Houdini offers. After completing this course, you'll be able to develop a scene you've imagined, using almoust 100% procedural modeling – simplifying your creative process and reducing project time.
Since this course is geared towards beginners, I've strived to avoid complex concepts and minimize the use of VEX code in favor of VOPs. We'll primarily work with attributes, Copy to points, Boolean, and only a small amount of simple VEX code. For rendering, we'll be using Karma CPU.
Our focus will be on the main scene object – Thopter, but we'll also pay attention to the other elements. My goal is to immerse you in the world of Houdini using the most straightforward language possible. I've also tried to create an unconventional scene to make the learning process more engaging. By teaching you to create this scene, I aim to help you unleash your creativity and overcome any fear that the software might limit your ideas.