houdini tutorial database

Collections
PBR 45  to 3 min render time

PBR 45 to 3 min render time

LSR11 - Camera Objects

LSR11 - Camera Objects

LSR10 - Non-GUI Rendering

LSR10 - Non-GUI Rendering

LSR09 - Creating An Efficient Lighting Pipelin

LSR09 - Creating An Efficient Lighting Pipelin

LSR08 - Procedurals

LSR08 - Procedurals

LSR07 - Mantra Render Engines

LSR07 - Mantra Render Engines

LSR06 - Light Rig

LSR06 - Light Rig

LSR05 - Light Objects

LSR05 - Light Objects

Passes

Passes

Halloween Tutorial - Instancing

Halloween Tutorial - Instancing

LSR04 - Shader Development

LSR04 - Shader Development

LSR03 - Custom Shaders

LSR03 - Custom Shaders

LSR02 - Material Gallery

LSR02 - Material Gallery

LSR01 - Scene Set-up

LSR01 - Scene Set-up

Point instance procedural

Point instance procedural

Production Volume Rendering I & II (siggraph 2011)

Production Volume Rendering I & II (siggraph 2011)

Pills Scene I , II & III

Pills Scene I , II & III

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

Mantra - Waterfall

Mantra - Waterfall

Camera Projection Techniques

Camera Projection Techniques

Advanced Lighting

Advanced Lighting

Lights and related Shader and Render settings

Lights and related Shader and Render settings

Spherical Harmonics

Spherical Harmonics

Masterclass - Mantra Rendering

Masterclass - Mantra Rendering

Pyro FX 2 Shader Videos

Pyro FX 2 Shader Videos

Shading with the Mantra Surface Shader

Shading with the Mantra Surface Shader

Basics: Subdivision

Basics: Subdivision

Painting with polygons

Painting with polygons

Ptex workflow

Ptex workflow

Level of Detail ( l-system )

Level of Detail ( l-system )

Cloth Shader

Cloth Shader

Renderman Workflows

Renderman Workflows

Render Passes

Render Passes

Naiad Scene Test

Naiad Scene Test

SWANN Displacement Challenge

SWANN Displacement Challenge

Unofficial Displacement Rendering Challenge

Unofficial Displacement Rendering Challenge

Varying Materials Using A Single Shader

Varying Materials Using A Single Shader

PBR fun

PBR fun

Exporting Light Passes

Exporting Light Passes

Wear Shader I & II

Wear Shader I & II

Glow I & II

Glow I & II

Illuminance Loop

Illuminance Loop

Motion Blur I & II

Motion Blur I & II

Zdepth Passes

Zdepth Passes

Image Planes ( 6 articles )

Image Planes ( 6 articles )

Sprites On Points Digital Assest

Sprites On Points Digital Assest

Volumes I & II

Volumes I & II

One Unit Displacement

One Unit Displacement

Creating a Simplest Shader

Creating a Simplest Shader

Creating a New Shader

Creating a New Shader

Hard Shading with Facet and Edge Cusp

Hard Shading with Facet and Edge Cusp

Set-up Basic Render

Set-up Basic Render

Image Viewer: MPlay's Compare Images

Image Viewer: MPlay's Compare Images

Intro to Rendering

Intro to Rendering

Zbrush

Zbrush

Shader Interface Design

Shader Interface Design

Basic Lighting and Rendering

Basic Lighting and Rendering

Depth of Field

Depth of Field

Shading and Rendering in H9

Shading and Rendering in H9

Masterclass : Implementing Spectral Colors in Mantra

Masterclass : Implementing Spectral Colors in Mantra

Light Instancing

Light Instancing

Masterclass: Rendering With Mantra

Masterclass: Rendering With Mantra

Surface Shader I , II , III , IV , update

Surface Shader I , II , III , IV , update

Baking and Implementing an Ambient Occlusion Texture Map

Baking and Implementing an Ambient Occlusion Texture Map

Surface and Displacement shader tutorials

Surface and Displacement shader tutorials

MasterClass : Mantra & Houdini 11

MasterClass : Mantra & Houdini 11

Wireframe Render

Wireframe Render

The Wedge ROP

The Wedge ROP

Writing a VEX shader I , II , III , IV

Writing a VEX shader I , II , III , IV

Shading and Rendering

Shading and Rendering

Curve Width Attribute

Curve Width Attribute

Use GI / Ambient Rendering Pass

Use GI / Ambient Rendering Pass

Caustic

Caustic

Introduction to Lighting and Shading for Artists

Introduction to Lighting and Shading for Artists

Intro to Subsurface Scattering

Intro to Subsurface Scattering

Caustic I , II & III

Caustic I , II & III

Introduction to Mantra

Introduction to Mantra

Glass / Ice I , II & III

Glass / Ice I , II & III

Getting Started with Stereoscopy

Getting Started with Stereoscopy

3Delight Interoperability

3Delight Interoperability

HDRI Shader Development for Mantra

HDRI Shader Development for Mantra

Rendering a curve as tube

Rendering a curve as tube

Point Instancing

Point Instancing

Point Clouds I & II

Point Clouds I & II

PBR snack

PBR snack

Materials in H11 I & II

Materials in H11 I & II

Lighting in H11 I , II

Lighting in H11 I , II

PBR I , II , III , IV

PBR I , II , III , IV

Global Illumination I , II , III & IV

Global Illumination I , II , III & IV

Basics : Mantra

Basics : Mantra

Webinar Lighting & Rendering

Webinar Lighting & Rendering

RGB lighting using takes

RGB lighting using takes