1. So I have been once again exploring Sidefx Houdini over the last few weeks. Such an wicked 3D package. Going to try and post bit's and pieces I've been playing around with to keep it going :)

    First Up - POP's (Particle Operators) driven by object based forces. Copied metaballs to the particle sim and added a customised SSS Shader to boot. The result is blob's transforming into a secret object!

    # vimeo.com/43960000 Uploaded 1,957 Plays 1 Comment
  2. So here are the fruits of another session of Houdini exploration. My goal was to basically recreate a simple layered deformer to create a ocean swell effect. From this I then added some tessendorf style displacement for detail and really got to work on tuning a water shader till I got what I was after. Will eventually look into improving the deformer, adding foam, splashes, wakes and wetness on the objects in the water. For now onto the next time...

    # vimeo.com/43959999 Uploaded 1,140 Plays 0 Comments
  3. Short version - I made an animated object out of Lego!

    Long version - I used an object volume to define a selection within a volumetric divided box primitive (looks like a maya lattice) -. All points recorded outside of selection of the the object volume were deleted. Changes to the object also defined the size of the original box and by use of expressions I was able to retain uniform subdivisions of the box. A simple lego asset was created, copied to the remaining vertices of the box primitive. A global controller was then added to control the division of the box - which acted like a global resolution scale. Asset scale was also connected via expressions to this resolution control to ensure they retained scale,alignment and fitting. Finally it was all packaged up so I can plug any geometry into the network and viola... Lego!

    # vimeo.com/48137640 Uploaded 1,108 Plays 2 Comments
  4. An exploration into the processes involved in controlling Houdini's FLIP fluids creatively.

    This project helped me better come to terms with FLIP's viscosity implementation and the process of managing POP attributes using volumes. Prior to this I had only really approached attribute propagation in the SOP context, and was happy to find a way of still being able to that - but take that over to DOPs.

    Particle Count: 1.5 million

    Song Credit:
    Blank and Jones - A Forest (Chilltronica MIx)

    # vimeo.com/118786834 Uploaded 884 Plays 0 Comments

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