
Tolga guides in-house feather tool development for Houdini, covering vectors, matrices, quaternions, Python integration, and designing algorithms to bridge vellum with production-ready assets.
Create three vectors per curve by using surface normals, curve tangents, and their cross product to obtain a surface-parallel vector for placing barbs, with attribute transfer and visualization.
Build barbs by generating points on curves, drive scaling with a user parameter and ramp, add curve-based randomness, propagate attributes, and group the new primitives as Barb group.
Construct a ribbon feather foundation in Houdini TD's by rotating edge vectors to form a sine-driven, wavy ribbon pattern and using ramps to control the ripple along the curve.
Implement a ribbon feather effect in Houdini tool by adding a wrangle after rotation, introducing random frequency and weight variations, and exposing parameters to drive profiles and set red color.
Learn to paint attributes in Houdini by creating paint at scale and mapping values. Transfer painted attributes from the root to points and multiply by the scale to drive variation.
Continue implementing painting attributes for Houdini TDs by creating and transferring front painted scale from skin to curves, painted ribbon, and painted rotation, then multiply by scale and rotation ramps.
Build and implement a clumping algorithm for right-sided parts, generate randomized clump positions along a curve, derive angles and rotations for both sides, and store results.
Fix clumping and implement bending to create feather curves by mirroring points, averaging positions, and interpolating between current and middle positions with matrix rotation and pivot points.
We need to adapt the feathes with the animation.
Shape feathers by measuring the minimum distance to the surface underneath using an impulse-based, bias-driven interpolation and a painted concave attribute, enabling realistic concavity for legs and body in Houdini.
Develop and test Python functions to create nodes through an asset, manipulating skin parameters and paths, while handling errors and console feedback for Houdini tool building.
Create asset nodes and end the chain with a null node, define the node path, and use Python to set display flags, organizing the scene for Houdini tool building.
Implement a double check to prevent creating duplicate paint notes by asset name prefix and stop execution if notes already exist, updating the merge skin parameter accordingly.
Continue populating folders and configure the feather tool with rotate vector to 90 degrees, angled ramp, and interpolation discipline, then adjust global scaling, clumping, and bending to finalize the asset.
Convert feathers into polygon cards for lightweight geometry and seamless polygon–feather resolution switching. Implement per-feather attributes, skinning, left/right merging, and a Python-driven toggle to control resolution.
Create a group box tool that reveals only the feathers inside its boundary for faster selection. Name the box with an asset prefix and position it near the parent tool.
Learn to make a group box control the bonding volume in the in-house Houdini tool, copying size and translate values and using set expression for dynamic dimensions.
Toggle the group box with a switcher and a callback script to show or hide it by the enabled group. Add a range switcher to control inner parameters.
Configure delete by range clustering for Houdini TDs, and dive into feather tool parameter construction. Apply data-driven format and modulo-based logic to connect nodes and build reliable clusters.
Learn to manage Houdini TD clusters by switching between cluster modes, editing the cluster core size parameter, and automating creation and deletion of clusters with Python and the feather tool.
Automate file export in Houdini TD tooling by looping over cluster cores and writing each cluster to disk, with the action enabled only when the cluster view is on.
Compute and apply matrices to transfer motion from animated curves to static feathers, using equatorial orientations and a base attribute, then precompute transforms on the first frame for faster playback.
Create and automate static cluster files and time shift nodes, read clusters from disk, and connect them through a static cluster merge, with a dynamic/static toggle to optimize performance.
Define a width attribute to drive feather geometry for renderers such as Mantra, Arnold, and Redshift, using a ramp to control shaft thickness along the curve and wire radius.
The Goal of this course is, to give you the knowledge, to be an effective Technical Director.
The aim of this course is,not to give you recepies,but to give you the perspective to deal with daily production problems.
As a Technical Director, our very first responsibility is solving a problem to never face it again.
As this is an life time journey, I hope this course gives you some practical and functional point of view.
If you master the SOP's, you master Houdini.
"As Feather tool is not just a feather tool", it is a perfect topic to cover, to give one, all the necessary arsenal to be a sharp TD.
Besides to cerate a good loking feather sytem, the topics to be able to create it is huge;
And we cover all of them step by step from scratch, together.
Such as ;
*applied Matrices, applied vectors
*Extensive usage of VEX and Python
*Designing algorithms
*Solutions for, creating faster tools.
*Creating Clever Digital Assets
*Clustering systems, to be able to use system resources without trouble
*Multi functional caching utulities ...and many more
at the end of this course, you will not only have an ready for production tool, but also you will get your skills to the next level.