houdini tutorial database

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Mograph

Mograph

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 - M02 - Ultimate Gears

PM - M02 - Ultimate Gears

PM - M01 - Hoses and Pipes

PM - M01 - Hoses and Pipes

Mixamo to Houdini Cloth

Mixamo to Houdini Cloth

Disintegrating

Disintegrating

Rigging Animation Fundamentals

Rigging Animation Fundamentals

The Copy Loop Technique

The Copy Loop Technique

LSR06 - Light Rig

LSR06 - Light Rig

LSR05 - Light Objects

LSR05 - Light Objects

Introduction to Houdini part I & II

Introduction to Houdini part I & II

Ramp to Geometry Profile

Ramp to Geometry Profile

World of Pictures

World of Pictures

Python Weather Widget

Python Weather Widget

Bonus Lesson - L-Systems

Bonus Lesson - L-Systems

LSR01 - Scene Set-up

LSR01 - Scene Set-up

Some notes about L-systems

Some notes about L-systems

Point instance procedural

Point instance procedural

L-System

L-System

Procedural Environment System UDK ( Graduation Project )

Procedural Environment System UDK ( Graduation Project )

M08 - UVs and Materials

M08 - UVs and Materials

M06 - Understanding Attributes & Variables

M06 - Understanding Attributes & Variables

Camera Projection Techniques

Camera Projection Techniques

Curves

Curves

Geometry Solver - Footprints

Geometry Solver - Footprints

M03 - Procedural Modeling And Digital Asset Creation

M03 - Procedural Modeling And Digital Asset Creation

M02 - UI & Modeling

M02 - UI & Modeling

the Puffer – from digi to real

the Puffer – from digi to real

Cache offset - Frame offset

Cache offset - Frame offset

Creating a Counting Frame

Creating a Counting Frame

Creating dashed lines

Creating dashed lines

Basics: Subdivision

Basics: Subdivision

Asteroids and Instancing

Asteroids and Instancing

Symmetry

Symmetry

Pattern Animation

Pattern Animation

Simple Electric Arc Effect made with Volumes

Simple Electric Arc Effect made with Volumes

the colorpicker tutorial

the colorpicker tutorial

the Foreach SOP

the Foreach SOP

Cloth self shadowing

Cloth self shadowing

Dijkstra pathfinding with python.

Dijkstra pathfinding with python.

Create a Red Blood Cell

Create a Red Blood Cell

Procedural Lighting Field

Procedural Lighting Field

Simple Modeling of a Chair

Simple Modeling of a Chair

Wire solver and wire deformer

Wire solver and wire deformer

Fatcap Revisited

Fatcap Revisited

Recursively Subdivides a Polygon

Recursively Subdivides a Polygon

A Meditation in Houdini’s foreachSOP

A Meditation in Houdini’s foreachSOP

The kuler RSS: Accessing a Webservice from a HDA

The kuler RSS: Accessing a Webservice from a HDA

Poor Man's Circle Packing

Poor Man's Circle Packing

Creating a Python Operator

Creating a Python Operator

COPY with variations

COPY with variations

Python Snippet to Convert Point Group to Edge Group

Python Snippet to Convert Point Group to Edge Group

Workshop 10 : L-system

Workshop 10 : L-system

Procedural Animation  Iteration and Recursion

Procedural Animation Iteration and Recursion

Sweep Your Profiles Smart

Sweep Your Profiles Smart

Use Copy Stamping Instead of Foreach

Use Copy Stamping Instead of Foreach

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)

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

Digital Assets

Digital Assets

Procedural Rock Field Creation

Procedural Rock Field Creation

Light Instancing

Light Instancing

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

Chain Shirt

Chain Shirt

DJ Turntables (Low Detail)

DJ Turntables (Low Detail)

Back To Basics

Back To Basics

Attribute Transfer

Attribute Transfer

Sweep and Skin That Thing

Sweep and Skin That Thing

Low Poly Flashlight

Low Poly Flashlight

L-systems for trees in Houdini

L-systems for trees in Houdini

Auto-Fence asset I & II

Auto-Fence asset I & II

Rigging

Rigging

Procedural Cities

Procedural Cities

Geometry Intersections I & II

Geometry Intersections I & II

Procedural Road Creation I , II & III

Procedural Road Creation I , II & III

Metaball Snow Cover

Metaball Snow Cover

Curve Width Attribute

Curve Width Attribute

Getting Started with Digital Assets

Getting Started with Digital Assets

Building Generation

Building Generation

Intro to Procedural Modeling

Intro to Procedural Modeling

L-System Essentials I & II

L-System Essentials I & II

XML Based Procedural Cities

XML Based Procedural Cities

Introduction to Rigging

Introduction to Rigging

Character Capturing with Capture Regions

Character Capturing with Capture Regions

Character Capturing using Proximity

Character Capturing using Proximity

Character Control Rig Setup

Character Control Rig Setup

Creep Tool With Copy Stamping

Creep Tool With Copy Stamping