An introductory workshop on using noise to artistically direct your scene. While the course starts at an introductory level later topics will need an intermediate knowledge of Houdini. Topics covered include what is the difference between random and noise functions. Creating a drunken walk algorithm. Contiguous and non-contiguous noise, the different types of noise functions in Houdini, and how to shape noise. We will then discuss a workflow to displace geometry in VOPSOPs using noise functions in Houdini. Once the workflow is understood we will translate the same workflow into creating materials and finally volumes.
Houdini provides so many different ways to build up networks that we must always KISS: Keep It Simple Stupid.
This webinar will focus on simplifying the simulation of Pyro in Houdini. The main topics covered will be:
- Building Pyro Simulations inside an object
- Building up sources, colliders, pumps into a DOP Network SOP using VDB volumes
- Placing File Cache SOPs as explicit cache points for sources and resultant data
- ROP Network to automate results
These ideas can be used to simplify all the other solvers inside Houdini as well. KISS at work with no compromise for the task at hand.
KISS always places efforts on the initial setup and tools that support the easy construction and deployment of Pyro work. Building tools and workflows to keep FX TDs in the zone.
The first task will be to keep simulations contained to a single object. The network graph becomes easy to read with all inputs and outputs clearly defined. File Cache SOPs in the network as clear cache points are important. Shelf tools can still be used but most will be made redundant with this workflow.
Building pre-roll into simulations is important for production. A pre-roll of 100 frames and 4 digit padding on all cached files will be built in to the workflow.
A ROP Network will be built to support the simulation in production to make repeated re-use of the network easier.
The HIP file itself can be the starting point for all future Pyro simulation set-ups or HDA's can be used to provide in-situ construction of Pyro simulations. All up to you and KISS should always be considered.
Hey everybody this is Tim Hanson from maxdepth.tv, and I'm super excited to bring you this new tutorial creating space nebulas using Houdini particles effects.
Over the course of this tutorial we will cover things like particle creation using Houdini's powerful pop network, and then manipulating those particles using things like Pop force, Drag force, point VOP's and Point wrangles.
From there we will touch on the lighting our particles using the extremely versatile Houdini geometry lights, and then we'll move on to illustrate how easy it is to create and "art direct" star fields using the Houdini scatter node all while using a minimal amount of scripting.To close things out we will cover rendering, and how to leverage the power of light selects in Houdini to make our comps more dynamic in Nuke. By the end of this tutorial I'm confident you'll love working in Houdini as much as I do to create these types of particle simulations.
Please head on on over to maxdepth.tv, hit our shop, and pick up your copy of Houdini Particles: Nebula's today!
A free, two parts, 90 minutes tutorial about how to build a realistic Sun in Houdini software.
It covers topics like : vex coding, vector calculus, VDB volumes, particle simulation , magnetic fields and much more.
I hope you'll enjoy watching this as much as i enjoyed doing it.