houdini tutorial database

Collections
Zdepth Passes

Zdepth Passes

Zbrush

Zbrush

XML Based Procedural Cities

XML Based Procedural Cities

Writing a VEX shader I , II , III , IV

Writing a VEX shader I , II , III , IV

Wormie wire solver things

Wormie wire solver things

World of Pictures

World of Pictures

Workshop 10 : L-system

Workshop 10 : L-system

Working with panes and viewports

Working with panes and viewports

Wet Map I , II , III , IV

Wet Map I , II , III , IV

Wire to RBD feedback in DOPs

Wire to RBD feedback in DOPs

Wire solver and wire deformer

Wire solver and wire deformer

Wireframe Render

Wireframe Render

White Water FX for FLIP Fluids

White Water FX for FLIP Fluids

What is “procedural”?

What is “procedural”?

The Wedge ROP

The Wedge ROP

We can dance

We can dance

Webinar Lighting & Rendering

Webinar Lighting & Rendering

Webinar: Houdini in Games

Webinar: Houdini in Games

Webinar Digital Asset

Webinar Digital Asset

Wear Shader I & II

Wear Shader I & II

Waves

Waves

Water Effect (HOU203)

Water Effect (HOU203)

Voxel Deformers

Voxel Deformers

Voronoi Dynamic Fracturing

Voronoi Dynamic Fracturing

Vop Scatter Color

Vop Scatter Color

VOP COP Raster Depth Discussion

VOP COP Raster Depth Discussion

Volumetric Methods in Visual Effects (SIGGRAPH 2010 course)

Volumetric Methods in Visual Effects (SIGGRAPH 2010 course)

Volumes I & II

Volumes I & II

Vex Volume I & II

Vex Volume I & II

Velocity Sculpting

Velocity Sculpting

Varying Materials Using A Single Shader

Varying Materials Using A Single Shader

UV Texturing

UV Texturing

UVs I , II , III & IV

UVs I , II , III & IV

Using dophassubdata To Change Colors Dynamically

Using dophassubdata To Change Colors Dynamically

User interface

User interface

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

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

Use GI / Ambient Rendering Pass

Use GI / Ambient Rendering Pass

Use Copy Stamping Instead of Foreach

Use Copy Stamping Instead of Foreach

Unofficial Displacement Rendering Challenge

Unofficial Displacement Rendering Challenge

ubershader -H11

ubershader -H11

Two sticky mud balls

Two sticky mud balls

Turbulent Trails I , II , Refining I , II & Ramps

Turbulent Trails I , II , Refining I , II & Ramps

Trigonometric Functions I & II

Trigonometric Functions I & II

Tree delayed load

Tree delayed load

Transferring Color With Dynamics

Transferring Color With Dynamics

Trails

Trails

Tips on Organizing Operators

Tips on Organizing Operators

Time

Time

TheRampParameter

TheRampParameter

Test Tube Smoke

Test Tube Smoke

Technical Rigging V

Technical Rigging V

Technical Rigging I,II,III,IV

Technical Rigging I,II,III,IV

Technical Effects

Technical Effects

TD Volume I & II

TD Volume I & II

Takes

Takes

Symmetry

Symmetry

Sweep Your Profiles Smart

Sweep Your Profiles Smart

Sweep and Skin That Thing

Sweep and Skin That Thing

SWANN Displacement Challenge

SWANN Displacement Challenge

Surface Shader I , II , III , IV , update

Surface Shader I , II , III , IV , update

Surface Operations

Surface Operations

Surface From Particles

Surface From Particles

Surface and Displacement shader tutorials

Surface and Displacement shader tutorials

Street Flood Research and Development

Street Flood Research and Development

Stingray Model Animation

Stingray Model Animation

Steering Behaviors For Autonomous Characters

Steering Behaviors For Autonomous Characters

Sprites On Points Digital Assest

Sprites On Points Digital Assest

Spherical Harmonics

Spherical Harmonics

SpeedTree Introduction

SpeedTree Introduction

Special Effects II (legacy series)

Special Effects II (legacy series)

Special Effects I (legacy series)

Special Effects I (legacy series)

Sourcing Sop

Sourcing Sop

Sourcing

Sourcing

SOP Solver I , II , III & IV

SOP Solver I , II , III & IV

SOP Animation

SOP Animation

Some Particle Test

Some Particle Test

Some notes about L-systems

Some notes about L-systems

Sneak Peek H6

Sneak Peek H6

Snapping Wires

Snapping Wires

Smoke Upres I , II

Smoke Upres I , II

Smoke Solver

Smoke Solver

Smoke in H12  I,II & III

Smoke in H12 I,II & III

Smoke Bomb

Smoke Bomb

Smoke And Dust

Smoke And Dust

Simultaneous Music, Animation and Sound Techniques

Simultaneous Music, Animation and Sound Techniques

Simulation of destructions ( workflow )

Simulation of destructions ( workflow )

Simple Modeling of a Chair

Simple Modeling of a Chair

Simple Electric Arc Effect made with Volumes

Simple Electric Arc Effect made with Volumes

SIGGRAPH Asia 2012

SIGGRAPH Asia 2012

Shader Writing

Shader Writing

Shader Interface Design

Shader Interface Design

Shading with the Mantra Surface Shader

Shading with the Mantra Surface Shader

Shading and Rendering in H9

Shading and Rendering in H9

Shading and Rendering

Shading and Rendering

Set-up Basic Render

Set-up Basic Render

Set-up Basic Composition Network

Set-up Basic Composition Network

Setting up the HDK for Houdini 12 with Visual Studio 2008

Setting up the HDK for Houdini 12 with Visual Studio 2008

Settings Comparision in Pyro

Settings Comparision in Pyro

Selection

Selection