
We will see where to download the latest version of Houdini Apprentice.
A quick look around the Houdini interface to get familiar with its layout.
Various ways to find help inside of Houdini.
We will see how to setup a new Houdini project so we have a proper directory structure to work in.
All the assets are zipped into one master file for your convenience.
Just some information about changes SideFx has made to the solver sop.
We will start learning about attribute transfer, how important and powerful it is, and how to use a solver sop to built up values on geometry.
We will see how to manipulate geometry with wrangles and VOPs using out transferred attributes.
We will explore a striped down version of a production rig I created for a TRON video game to create rising walls of columns based on transferred attributes.
We will examine a wrangle node in depth to get a better understanding of how wrangles work and how to use VEX.
We will see the differences of creating geometry attributes and local variables inside a wrangle node and when to use them.
We will explore numerous ways of creating groups that will be used to help control your simulations.
We will explore our extrusion techniques more and see how to control the extrusions with color and apply our technique to various shapes.
The next lecture shows minor interface changes from Houdini 18.0.499 to Houdini 19+
In this lecture we will look at a few of the visual Interface differences between Houdini 18.0.499 and 19+
We will learn how to setup and control emission in various ways and see how POP forces influence particles.
We will setup a snow rig that can be used for snow and rain effects.
We will see how to control our particles more and collide with unique ground planes.
We will see how to create velocity attributes on moving geometry and how particles can use those values.
We will explore a few unique ways to create custom velocity values for our particle emission.
We will create a particle object that uses textures to color our points and trigger their movement with grouping.
We will setup a full project to dissolve an everyday household item using the tricks we have learned.
We will discuss what the Modulus operator does and see visual examples to explain it and its usefulness.
We will setup all our rendering parameters and learn how to create custom Exr channels in our renders.
We will learn how to create a full composition of our rendered elements right inside of Houdini.
We will setup a grains sandbox and burst an object through the ground and use some advanced techniques to control our grains.
We will see how to save your grains simulation to disk and read it back in.
We will see how to manipulate grains to create dynamic ropes that can follow animated geometry.
We will see how to setup grains to behave as cloth and learn some more wrangle tricks to transfer particle simulation data to a static sheet.
We will learn how to create custom velocity on a grains object and create a shrink-wrapping effect on collision geometry.
We will see how to smoothly fade a particles transparency over time using wrangles and particle attributes.
In this video we will see the basics of setting up the wire solver and how to create geometry driven by the wires.
We will adjust our initial setup to span wires between two walls and learn some procedural ways to model wire geometry.
We will create wires on an animated object that utilize built in attributes to make the wires follow, no constraints needed.!
We will see how to setup a basic RBD setup on fractured geometry and learn about the benefits of using Packed RBD’s.
We will learn the right and wrong ways of creating geometry for RBD simulations and how to add UV’s to newly fractured edges.
We will explore creative ways to activate your RBD’s so you have total control over when they start simulating.
We will see how to animate a fractured object and have the pieces of the object become an active RBD over time and fall apart as it moves.
We will setup a fractured wall and launch particles at it that trigger the active state based on distance to destroy the wall in a creative manner.
We will fix our problem of suspended wall chunks with one simple node and some vex tricks.
We will learn tricks to apply stable UV’s to an object after it has already been simulated.
We will see a time saving trick to create a fractured tree object and how to blow it away in the wind.
We will see how to create glue constraints to get control over our fracture patterns and how to do some custom control tricks to influence our glue.
We will start with creating a smoke simulation from scratch and learn the basics of controlling smoke.
We will check out more of the parameters of the smoke related nodes to get a better understanding of what they do.
In this video we will model a cloud out of geometry and VOP’s and convert it into a high resolution VDB.
We will now see how to use our VDB cloud as a source in DOPs to generate density and temperature to drive a smoke sim.
We will check out an advanced system of using animated points from SOP’s to push our dynamic cloud around in DOPs.
We will see ways to automate creating max resize values to contain your smoke and speed up your simulations.
We will see how drastically changing temperature will influence your simulations and see creative ways of creating custom temperature grids.
We will see a very powerful method of bringing in points with various attributes into DOPs that can be used to move your smoke sims.
Some information related to using Houdini 19+ and the examples recorded in these upcoming pyro lectures.
We will examine the setup from the Pyro shelf Explosion tool and see how to work with the Pyro solver.
In this lecture we will go over recreating what was done in the previous lecture, however we will do it in Houdini 19.5.640 using the more modern sparse solving method. I still recommend watching the previous lecture since the parameters are the same for many areas of the sparse solver and may have additional explanation in the previous lecture that still apply for any version of Houdini you are creating puro in.
We will explore how fuel and temperature work together in the combustion model to create fire and explosions.
In this lecture, we will see how to try to recreate our use of points to inject values into the sparse solver in Houdini 19.5.640. It doesn't work for all fields like in the dense method, so I will show you some work arounds to give similar results when using the sparse method.
We will see two ways of adding in points to use as embers that move with our explosion simulation to add more realism.
In this Updated lecture, we go over the embers creation method using a Sparse Fireball setup. We also show a couple of extra methods for advecting the embers with the vel field of the pyro sim that wasn't covered in the original embers lecture.
We will see how we can use a Pyro explosion to trigger an RBD structure to collapse and be blown apart by the velocity of an explosion.
We will walk through a render setup for our explosion and destroyed building adding an embers pass and seeing how to do a basic comp.
We will create a cloth object to squish between two colliders and explore constraint types.
In this lecture, we will use an animated object to rip through a cloth panel and explore more constraint types.
We will dive into DOPs and see how to dynamically create multiple vellum objects to interact with each other.
We will expand on what we learned before and learn how to trigger tearing by transferring color values.
We will start to explore flip by using a flip tank and creating a large impact splash.
We will expand on the first lecture creating Rest attributes in multiple ways to stick textures to our splashing fluids.
We will create a fluid source from particles and control its direction and motion with velocity and explore viscosity.
Just a few words to conclude our Houdini learning experience.
We will be checking out Houdini's Ripple solver setup and exploring how to apply it to various surfaces.
This is a quick video to show some custom ways of using a wrangle to delete geometry.
This is just to let you know there is an updated setup available for download for the next "extra" lecture.
This lecture will cover how to create chunks of geometry using a voronoi fracture and then show how you can use stamping to select random chunks to copy to points and eventually turn these chunks into an RBD setup.
UPDATE: Check for a v02 .hipnc file that shows an example to fix random bugs that can occur using the npoints vex in this example.
UPDATE: There is a v03 file with an even more streamlined way of setting this up that you should check out.
In this "extra" Lecture we will see how we can flip faces on a per primitive basis based off a start frame using some vex and a very handy node.
In this "Extra" lecture we will look at a technique to create electrical arcs between two conductors, a setup that is used very often in Post.
In this "extra" Lecture, we will see how to re create the soda can comp using Natron, a free compositing application that is very similar to Nuke.
In this "extra" lecture we will see some basics of using a third party GPU render plugin called Redshift.
In this "extra"lecture, I will show you a very useful, stable way for deleting points/particles that have a changing ptnum value.
In this "extra" lecture, I will show some examples of how to use the helpful vex function minpos(). There is a slight audio glitch for a brief time during this recording.
In this "extra" lecture, I will show some tricks to getting more detail and more interesting shapes out of points and particle sims using the handy attributeBlur node.
There are over 50 Houdini hip files to download all in one zip file for convenience.
1080p resolution available, set the video player to "Auto" and it will stream at 1080p if your hardware is capable.
Everything we learn will be hands on, creating setups in Houdini with down-loadable files for you to inspect.
We will start at the lowest level of a rig, learning the basic nodes and concepts that build more powerful rigs.
We will learn and utilize the power of VEX in Wrangle nodes to create many of our rigs.
We will see the differences between Vops and wrangles and learn when to use which.
We will extensively cover the major areas of Houdini Dynamics used most commonly in Professional Post Production Facilities.
We will create many Particle effects and fully understand how to manipulate particles and grains.
We will create a project that disintegrates an object using POPS’s while projecting a photographic plate to shade our geometry and create a final Composition.
I will show you how you can create full compositions out of your rendered elements right inside of Houdini.
We will learn how to use the Wire Solver for creating ropes and vines.
We will learn a lot about RBD systems, the packed primitive workflow , controlling RBD’s by color with wrangles inside DOPs, creating Glue constraints to influence our destruction behavior, and how powerful using a multisolver setup can be.
We will cover the differences of using a smoke solver, a pyro solver, when you need which, and many ways to create custom fields to modify your temperature and velocity grids within DOP’s to have ultimate control over your simulations. Updated pyro lectures are being uploaded to show the most recent sparse workflows( Houdini 19.5.640 as of this update )
We will explore the Vellum solver and how to create Squish-able, deform-able, and tear-able objects and how to art direct our tearing to our liking.
We will explore Flip Fluids and see how to use animated geometry to push our way through fluids, collide geometry with fluids, how to create spraying fluid sources like water from a hose and how viscosity works to create sticky fluids.
You will learn how many of the DOP networks are very similar and how to use multiple types of solvers in the same DOP network.
You will see the unlimited power Houdini software gives the user to create incredible FX rigs.
COURSE UPDATES:
10/24/2020 - Extra Lecture added - "Exploring the Ripple Solver"
11/09/2020 - Extra Lecture added - "Custom Delete with wrangles"
11/09/2020 - Extra Lecture added - "Copy random geometry to points"
12/06/2020 - Extra Lecture added - "Flipping Faces"
01/23/2021 - Extra Lecture added - "Electrical Arcs"
02/26/2021 - Extra Lecture added - "Exploring Natron: Soda Can Comp"
03/29/2021 - Extra Lecture added - "Redshift Basics"
11/01/2021 - Extra Lecture added - " Deleting points with a changing Count"
07/13/2023 - Extra Lecture added - " Using the minpos() Function"
08/05/2023 - Extra Lecture added - " Using the AttributeBlur Node"
Why Houdini is the program of choice in leading visual effects studios?
Houdini is the most powerful single piece of software available for creating blockbuster level visual effects in the entertainment industry. Unlike many of the other software packages out there, you will not see a bunch of plugins available for Houdini, you do not need any with Houdini.
Houdini offers all the tools an artist needs to create practically any kind of effect you can think of, all within the base Houdini environment. From its pre built shelf setups, you can get a long way to creating a great effect, but we are going to focus mainly on creating FX rigs from the ground up throughout this course, using the shelf setups sparingly.
When you create your own rigs from scratch, you know everything that goes into it, you know what every node does, and you know you have added only what is needed to finish your work and you have a more efficient network.
We will start with the very basics, and build upon what we have learned in every lecture to create more and more advanced rigs. We are going to use a lot of VEX within wrangle nodes, but I will show alternatives to a VEX workflow for artists that are not as comfortable writing code, you will learn to code as we go. VOP’s nodes are writing VEX code under the hood when you wire networks together inside them, so you are creating code and might not even know it!
We will start exploring Houdini with examples showing how to use some of the most frequently used nodes and then go into creating a few rigs that look dynamic but aren’t actually simulating anything.
From there, we will go into Particle setups to get comfortable within the DOP network. The next step is to check out the Wire Solver. We will then advance into RBD’s, some of my favorite FX to create. We will see how our knowledge form the particle lectures will give us a head start to creating advanced setups with the Bullet solver.
After RBD’s, we move into Smoke and Pyro sims. I will show you how to create custom fields to manipulate and control your Pyro with volumes and show how you can import pure point data to create fields to control your Smoke and Pyro directly in the DOP network.
UPDATE: There is a new workflow for Houdini versions 19+ and the shelf explosion options have changed, I will be recording updated lectures for the Pyro related lectures that need to show this new workflow for Houdini 19+ and adding them into the course, a few are already uploaded. You can still load all the example hip files that come with this course for the original lectures and they will all work but a warning message will show when loading due to shader differences from when the course was created and the current shading model.
We will then jump into Vellum, a relatively new addition to Houdini that adds incredible tools for simulating softbody style dynamics such as cloth, inflatable and deflating objects, squish-able objects and objects that can tear apart.
Our final section will show some examples of using the Flip Solver to create detailed splashing water and liquids that can be aimed out of an emitter like water from a garden hose. We will see how once again, our particle knowledge comes in handy when working with Flip by utilizing pops nodes to help control our fluids.
By the time you are finished with this course, you will have learned all the major areas of Houdini that are used the most frequently in major production studios in the entertainment industry and have a solid foundation to continue learning more advanced setups in Houdini.
Anyone from a beginner to a working professional can benefit from this course. There is no one single way of creating anything in Houdini, and seeing how other artists work will always reveal a new trick or method you might not have been aware of before.
If you are interested in seeing how to create real world visual FX rigs that are used in production everyday, then this is the course for you.