houdini tutorial database

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HIP Tricks Volume V

HIP Tricks Volume V

PM - M05 - Flora part1

PM - M05 - Flora part1

PM - M04 - Buildings part 2

PM - M04 - Buildings part 2

PM - M03 - Buildings part 1

PM - M03 - Buildings part 1

PM - M01 - Hoses and Pipes

PM - M01 - Hoses and Pipes

Fire Simulation Voxel Resolution Test

Fire Simulation Voxel Resolution Test

Procedural Smoke Trails

Procedural Smoke Trails

Disintegrating

Disintegrating

Rigging Animation Fundamentals

Rigging Animation Fundamentals

LSR11 - Camera Objects

LSR11 - Camera Objects

LSR10 - Non-GUI Rendering

LSR10 - Non-GUI Rendering

LSR05 - Light Objects

LSR05 - Light Objects

Introduction to Houdini part I & II

Introduction to Houdini part I & II

Sourcing Sop

Sourcing Sop

Ramp to Geometry Profile

Ramp to Geometry Profile

Passes

Passes

World of Pictures

World of Pictures

Bonus Lesson - L-Systems

Bonus Lesson - L-Systems

LSR03 - Custom Shaders

LSR03 - Custom Shaders

LSR02 - Material Gallery

LSR02 - Material Gallery

LSR01 - Scene Set-up

LSR01 - Scene Set-up

Levelsets in production: Spider-Man 3 ( siggraph 2007 )

Levelsets in production: Spider-Man 3 ( siggraph 2007 )

The Creation Desk

The Creation Desk

M12 - Compositing

M12 - Compositing

L-System

L-System

Animating the profiles of fonts/text

Animating the profiles of fonts/text

foam and spray simulation

foam and spray simulation

Destruction & Fracture

Destruction & Fracture

M11  - Dynamics

M11 - Dynamics

M10 - First Steps - Particles

M10 - First Steps - Particles

M09 - Creating a Custom Shader

M09 - Creating a Custom Shader

M08 - UVs and Materials

M08 - UVs and Materials

M07 - Lights, Camera, Render

M07 - Lights, Camera, Render

M06 - Understanding Attributes & Variables

M06 - Understanding Attributes & Variables

Mantra - Waterfall

Mantra - Waterfall

M05 - Procedural Animation & Expressions

M05 - Procedural Animation & Expressions

Camera Projection Techniques

Camera Projection Techniques

Curves

Curves

Lights and related Shader and Render settings

Lights and related Shader and Render settings

M04 - Traditional Animation tools

M04 - Traditional Animation tools

M03 - Procedural Modeling And Digital Asset Creation

M03 - Procedural Modeling And Digital Asset Creation

M02 - UI & Modeling

M02 - UI & Modeling

M01 - Intro Workshop

M01 - Intro Workshop

TheRampParameter

TheRampParameter

Cache offset - Frame offset

Cache offset - Frame offset

Creating a Counting Frame

Creating a Counting Frame

Creating dashed lines

Creating dashed lines

Creating a plant pot

Creating a plant pot

Basics: Subdivision

Basics: Subdivision

Houdini Attributes

Houdini Attributes

Symmetry

Symmetry

Particle and Metaball

Particle and Metaball

POP Network and Particle Rendering

POP Network and Particle Rendering

Rigid Body Dynamics I & II

Rigid Body Dynamics I & II

Create a Red Blood Cell

Create a Red Blood Cell

Particle Exercise I & II

Particle Exercise I & II

How To Turn Particles Into Geometry

How To Turn Particles Into Geometry

Simple Modeling of a Chair

Simple Modeling of a Chair

Compositing I & II

Compositing I & II

Selection

Selection

Coordinate Systems

Coordinate Systems

Glow I & II

Glow I & II

Motion Blur I & II

Motion Blur I & II

Zdepth Passes

Zdepth Passes

Tips on Organizing Operators

Tips on Organizing Operators

Audio-driven Animation

Audio-driven Animation

COPY with variations

COPY with variations

What is “procedural”?

What is “procedural”?

Getting Start with Houdini

Getting Start with Houdini

Interface Basics ( 12 articles )

Interface Basics ( 12 articles )

Sweep Your Profiles Smart

Sweep Your Profiles Smart

A Line With Zero or More Points

A Line With Zero or More Points

Rays Normals

Rays Normals

Use Point Node to Orient Copied Geometry (+ python code)

Use Point Node to Orient Copied Geometry (+ python code)

Breaking Text Into Letters / Groups (+ python code)

Breaking Text Into Letters / Groups (+ python code)

One Unit Displacement

One Unit Displacement

Creating a Simplest Shader

Creating a Simplest Shader

Create Particle Fluid

Create Particle Fluid

Creating a New Shader

Creating a New Shader

l-systems - Turtle Commands

l-systems - Turtle Commands

Hard Shading with Facet and Edge Cusp

Hard Shading with Facet and Edge Cusp

l-system - Quick Start by Example

l-system - Quick Start by Example

Set-up Basic Render

Set-up Basic Render

Fade in / Fade out Effect

Fade in / Fade out Effect

Quick Dive into VOP SOPS

Quick Dive into VOP SOPS

Digital Assets

Digital Assets

Image Viewer: MPlay's Compare Images

Image Viewer: MPlay's Compare Images

Intro to Rendering

Intro to Rendering

Basic Lighting and Rendering

Basic Lighting and Rendering

Destruction

Destruction

SpeedTree Introduction

SpeedTree Introduction

Surface Shader I , II , III , IV , update

Surface Shader I , II , III , IV , update

Polygons I & II

Polygons I & II

UVs I , II , III & IV

UVs I , II , III & IV

Creep Tool Line Rotation

Creep Tool Line Rotation

Modeling a soccer ball

Modeling a soccer ball

UV Texturing

UV Texturing

Orienting Objects to a Curve

Orienting Objects to a Curve

Surface Operations

Surface Operations

Carve Tool

Carve Tool