
this lecture explains the gradient and slope relationship in Houdini, shows how to compute velocity, and demonstrates recreating the slope node using shift and math nodes for frame-based animation.
Explore slope concepts to define tangent and normal vectors along a curve, compute normals from point coordinates, and align normals as tangents at each point.
Explore how to compute speed and velocity in Houdini using the slope node and velocity attributes, deriving overall speed from x, y, z components.
Explains slope concepts and vector-based calculations to drive rigging: derive per-axis speed, sum travel distance with the area node, and convert it to wheel rotation in Houdini FX.
Learn to compute the gradient of a grid using the slope concept in houdini fx vol 2, including normals and gradient components to drive surface motion and particle behavior.
Learn how matrices govern rotations, translations, and scales in Houdini FX, exploring matrix rules, operation order, and coordinate manipulation on input geometry.
Learn to rotate objects around the x, y, and z axes using vector math and cosine–sine formulas in Houdini FX, with degrees and radians.
Discover frame of reference in Houdini FX, building a rotation matrix from reference points to preserve and restore animation orientation and position.
Explore how a quaternion uses four components to rotate around a single axis and angle, and compare it with the nine-component rotation matrix to decide when to use each.
Drive particle velocity inside outer sphere with a quaternion field. Create a quaternion axis from scattered points via cross product and noise, rotating velocity to yield vortex-like motion inside sphere.
rotate particle velocity with a quaternion field in houdini fx, using distance-based conditions inside a small sphere and adding subtle turbulence for realistic motion.
Learn to drive the wire object's orientation with quaternion-based orient attributes, using a quaternion node, normalization of the rotation axis, and degree-based angles to animate frame-by-frame.
Create a quaternion-based orientation system for insect feelers in Houdini, using two guide lines, orient attributes, dot products, and noise-driven motion.
Explore feelers and quaternion-based dynamics in Houdini FX vol 2 by building a procedural network, tuning elasticity, density, and attributes to drive a stable animation.
Apply gravity to a cloth simulation in Houdini FX, driving velocity and position with time increments, using gravity vectors, observers, and old position tracking to simulate motion and collisions.
Learn to simulate cloth-like behavior in Houdini FX Vol 2 by applying acceleration to a connected point mesh, computing total spring forces from neighbor distances and gravity.
Learn to use the gradient of a volume and distance fields to drive collisions in Houdini vol 2. Translate surface points along the gradient to create a sphere object contact.
In volume two of Math in Houdini training. We will continue exploring the big role of math in creating visual effects and controlling the simulation behavior and this time we will move to more advanced concepts and provide cool projects. I will explain one of most important physical parameter: the gradient. And show you how to use it in rigging and collision and give you wide idea about using gradient in different operations in Houdini also We will go in depth with matrices and learn cool techniques using the matrix: it is the “Frame of Reference” you must know this magic secret about matrix. If you have many questions about Quaternion parameter, So we will dive into this concept and answer all questions with cool projects and we will see how to create quaternion field to effect particles motion and if you don’t know what is the Vector 4, we will have cool project about using vector 4 inside the wire solver dynamics. And I will show you how it to build your own cloth simulation from scratch, this part will give wide idea about how the dynamic solvers work and what is the constraint , gravity , and how the collision is calculated ….. and many other math topics. Thank you.