
Join this Houdini course to learn practical tricks for paper modeling, as the instructor Jonah shares two years of experience and invites you to discover cool techniques.
Set up a beginner Houdini UI by splitting panels left and right, saving the layout, and applying a red default color to a node for better network visibility.
Learn to build a fully procedural pagoda in Houdini by creating a regular rafter template from a ground polygon, aligning points, and using wrangle nodes to shape and apply rafters.
Instantiate the main rafter template around the original shape, adjust normals for correct orientation, apply resample and intersection stitch, then trim and prepare for attribute transfer in the next chapter.
Clean the rafters template by removing key attributes from primitives, merging templates, transferring color to red, and promoting color from point to primitive with the minimum value to delete primitives.
Drive the pagoda shape in Houdini procedural pagoda with a dedicated controller, tweaking roof radius and curve, editing the perimeter interface, and organizing drag-and-drop controls.
Create a corner rafters template in Houdini by grouping the geometry, shaping curves, deleting basic geometry, converting to curves, and using wrangle expressions to align points.
Create tiles by dividing the geometry by three, adjust primitive transforms, and instantiate tiles from templates, organizing a clean group and sizing for the pagoda design.
Group and rename tiles, merge templates with alt click, and preview the instantiation; adjust normals and up vectors, and fine-tune attribute transfer to align faces.
Fix overlapping geometry in the Houdini procedural pagoda by deleting points near the corner rafter, applying attribute transfer, resampling to increase point density, and tuning the transfer threshold for precision.
Apply normals after point generation for precision, adjust tie spacing to point distance, rotate for a curved rafters look, and use color transfer with an object merge to add curvature.
Create a dials folder to house controller parameters and expose bend, rotation, threshold, and radius controls, enabling precise adjustments to the procedural pagoda.
create vertical rafters for the pagoda by sweeping along curves, adjust size and orientation, ensure normals, and align them to touch for the next video on horizontal rafters.
Resamples the geometry, connects points across primitives, and assigns an id to each point to create rafters. Then applies a grid sweep and refined transforms to improve the rafter geometry.
Integrate prior work by feeding the controller with new parameters, such as rafter density, and organize a rafters folder to drive the horizontal rafter count.
Create the pagoda walls by getting the middle point of each face with a get middle point subnetwork, then instantiate boxes and copy to those points using normals.
Merge wall parts, transform them, and create a line between points using boolean operations, reuse existing attributes, and apply the wall features template for door surrounds.
Drive the sweep details with an inbuilt square to reduce width, set details to common width, and create an attribute Piscatella P scale to control sweep strength for outworld features.
Create a procedural safeguard and floor for a pagoda in Houdini by merging geometry, matching size, and applying attribute randomize and transfer for color variation.
Adjust and merge newly created geometry, preview results, and feed the controller with updated parameters to refine the pagoda’s procedural details and wall sweeps.
Feed a circle into a looping subnetwork to generate multiple levels from a template, then reuse the subnetwork with mini circles for each connected piece, refining results in next video.
Delete top level safeguard in a Houdini procedural pagoda, use a foreach loop with detail attributes to track iterations, identify the last level, and merge or switch geometry accordingly.
Drive level shrinking in the Houdini procedural pagoda by driving the ring geometry with a detail loop, using vex to scale each level smaller.
Sharpen the top level of a procedural pagoda in Houdini by using a switch technique and transforms to replace and create a pointed final segment.
Refine the Houdini procedural pagoda by creating controls, grouping geometry, and applying transforms at the last level with a switch; fix close geometry and optimize density.
Break regularity in the pagoda by perturbing normals with a random angle driven by a per-point attribute, using radians and quaternion rotation to create subtle, natural variation.
remap the picado colors from white to black by applying rgb to hsv and clipping the blue channel, replacing colors with a neutral palette and ramping color onto the geometry.
Conclude the Houdini procedural pagoda tutorial by testing a procedural perimeter interface driven by a controller, adjusting height and divisions, and applying VEX attribute transfer techniques.
This is the ultimate course to learn how to create a a fully procedural Japanese Pagoda in Houdini.
I am a 3D artist interested in Maya, Substance Designer and Side FX Houdini. And I also happen to like to do papercraft using powerfull lasercutters as a side hobby!
I have been using Houdini for the last 2 years to joyfully fullfil this hobby. I am hence using Houdini to help me produce very fast and efficient way of achieving good looking results.
This tutorial is the restult of me doing this Japanese Pagoda in Houdini over and over again, until I have found the most efficient, the most cool and the most interesting way to model it.
I will show you the immense power of the attribute transfert node. I will also show you some cool VEX coding that will help you achieve results in no time. But first and foremost, I will show you a procedural way of thinking to do 3D modeling.
Everyone can follow this course as I will take the time to explain some basic Houdini workflow. I have even included a small chapter showing you how to get my UI so that no one gets lost in the process.
Think Procedural!