
Master advanced match explosion workflows in Houdini fx, building a beginning-to-finish setup for magic smoke, delivering a final render with vex coding and basic math concepts aligned to supervisor notes.
Open Houdini, customize the interface with grid lines and the geometry spreadsheet, then set up a project folder, hip file, and a render network, disabling unnecessary tasks.
Apply a practical Houdini simulation to fix direction by computing circle normals, rotating vectors, and correcting start/end point directions with VEX and normalization.
Rotate normals with quaternions by mapping the normal axis and using a ramp to shape the influence, enabling dynamic, customizable smoke splashes in Houdini.
Learn how the dot product compares a normal to a custom vector to create a directional mask that biases velocity for smoke explosions in Houdini.
Use a custom direction bias and the dot product to shape velocity with a mask and minimum and maximum values, plus a controllable scale.
Connect to the first input and snap particles to the grid, emitting once with 10,000–100,000 points. Adjust velocity, gravity, track force, and noise to shape motion and ground interaction.
Disable noise for ground-hitting particles using a hit group and zero amplitude in pop wind, then color and size particles with rest attributes and pskill linked to age and life.
Set up particles with an object merge, use a principle shader in white with roughness 0.075, adjust particle scale, and enable velocity, motion blur, and camera effects for renders.
Create a smoke source by deriving density from particle age, thresholding random point removal, and aligning density, color (CD), and velocity with the particle attributes for a cohesive smoke simulation.
Master Houdini fx: art directing smoke explosion teaches building a pyro simulation, tweaking velocity and turbulence, adding disturbance, adjusting dissipation, and visualizing color fields for efficient renders.
Preview volumetric smoke render by configuring a viewport light and camera. Apply a pyro shader to the smoke, tweak brightness, scattering, and shadow density, and render at 1080 using Karma.
Hello everyone! This course will show you all the steps involved in setting up an Avalanche Magic Smoke.
You should have working knowledge of Houdini before enrolling in this course.
I will provide the hip file and there are no extra assets to download, all you need is just Houdini software.
If you have any questions, please feel free to ask me and I will try my best to answer.
This course will be using Houdini 19, you should have no problems following along with the lecture videos with lower versions.
Breakdown of the course:
setting up the velocity using dot product, quaternion and other vex operations.
Feed that into popnetwork and do some advanced setting in pop network.
Feed the particles to smoke solver.
Render everything using houdini native render engine.
I will be presenting a very straight forward and approach to creating an FX shot like this. I also demonstrate a lot of small examples when I introduce a new concept.
If you have been using Houdini for a little while, you should have no problems following this course.
We will use Karma as our render engine, you can use any render engine you like, the principle is the same.
I hope you enojy the course!