houdini tutorial database

Collections
Mixamo to Houdini Cloth

Mixamo to Houdini Cloth

A Method for Animating Viscoelastic Fluids ( siggraph 2004 )

A Method for Animating Viscoelastic Fluids ( siggraph 2004 )

Algorithmic Botany

Algorithmic Botany

Applying agregation over 3D surfaces

Applying agregation over 3D surfaces

Art of Destruction (or Art of Blowing Crap Up)

Art of Destruction (or Art of Blowing Crap Up)

Computer Assisted Animation of Line and Paint in Disney Paperman

Computer Assisted Animation of Line and Paint in Disney Paperman

Controlling Fluid Simulations with Custom Fields

Controlling Fluid Simulations with Custom Fields

Field3D

Field3D

How to Read a 3×3 Matrix

How to Read a 3×3 Matrix

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

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

Mandelbrot set

Mandelbrot set

Mathematic Generation

Mathematic Generation

Microfacet Models for Refraction throught rough surface

Microfacet Models for Refraction throught rough surface

Pixar Online Library

Pixar Online Library

Point cloud presentation

Point cloud presentation

Polar Coordinates aka Harmonics

Polar Coordinates aka Harmonics

Principes of digital images synthesis

Principes of digital images synthesis

Reflectance Functions

Reflectance Functions

Rotating Points With a 3×3 Matrix

Rotating Points With a 3×3 Matrix

Steering Behaviors For Autonomous Characters

Steering Behaviors For Autonomous Characters

The Art of Rendering

The Art of Rendering

The Science of Fluid Sims

The Science of Fluid Sims

Trigonometric Functions I & II

Trigonometric Functions I & II

Volumetric Methods in Visual Effects (SIGGRAPH 2010 course)

Volumetric Methods in Visual Effects (SIGGRAPH 2010 course)

3Delight Interoperability

3Delight Interoperability

Advanced Lighting

Advanced Lighting

Baking and Implementing an Ambient Occlusion Texture Map

Baking and Implementing an Ambient Occlusion Texture Map

Basic Lighting and Rendering

Basic Lighting and Rendering

Basics : Mantra

Basics : Mantra

Basics: Subdivision

Basics: Subdivision

Camera Projection Techniques

Camera Projection Techniques

Caustic

Caustic

Caustic I , II & III

Caustic I , II & III

Cloth Shader

Cloth Shader

Creating a New Shader

Creating a New Shader

Creating a Simplest Shader

Creating a Simplest Shader

Curve Width Attribute

Curve Width Attribute

Depth of Field

Depth of Field

Exporting Light Passes

Exporting Light Passes

Getting Started with Stereoscopy

Getting Started with Stereoscopy

Glass / Ice I , II & III

Glass / Ice I , II & III

Global Illumination I , II , III & IV

Global Illumination I , II , III & IV

Glow I & II

Glow I & II

HDRI Shader Development for Mantra

HDRI Shader Development for Mantra

Halloween Tutorial - Instancing

Halloween Tutorial - Instancing

Hard Shading with Facet and Edge Cusp

Hard Shading with Facet and Edge Cusp

Illuminance Loop

Illuminance Loop

Image Planes ( 6 articles )

Image Planes ( 6 articles )

Image Viewer: MPlay's Compare Images

Image Viewer: MPlay's Compare Images

Intro to Rendering

Intro to Rendering

Intro to Subsurface Scattering

Intro to Subsurface Scattering

Introduction to Lighting and Shading for Artists

Introduction to Lighting and Shading for Artists

Introduction to Mantra

Introduction to Mantra

LSR01 - Scene Set-up

LSR01 - Scene Set-up

LSR02 - Material Gallery

LSR02 - Material Gallery

LSR03 - Custom Shaders

LSR03 - Custom Shaders

LSR04 - Shader Development

LSR04 - Shader Development

LSR05 - Light Objects

LSR05 - Light Objects

LSR06 - Light Rig

LSR06 - Light Rig

LSR07 - Mantra Render Engines

LSR07 - Mantra Render Engines

LSR08 - Procedurals

LSR08 - Procedurals

LSR09 - Creating An Efficient Lighting Pipelin

LSR09 - Creating An Efficient Lighting Pipelin

LSR10 - Non-GUI Rendering

LSR10 - Non-GUI Rendering

LSR11 - Camera Objects

LSR11 - Camera Objects

Level of Detail ( l-system )

Level of Detail ( l-system )

Light Instancing

Light Instancing

Lighting in H11 I , II

Lighting in H11 I , II

Lights and related Shader and Render settings

Lights and related Shader and Render settings

M07 - Lights, Camera, Render

M07 - Lights, Camera, Render

M08 - UVs and Materials

M08 - UVs and Materials

M09 - Creating a Custom Shader

M09 - Creating a Custom Shader

Mantra - Waterfall

Mantra - Waterfall

MasterClass : Mantra & Houdini 11

MasterClass : Mantra & Houdini 11

Masterclass : Implementing Spectral Colors in Mantra

Masterclass : Implementing Spectral Colors in Mantra

Masterclass - Mantra Rendering

Masterclass - Mantra Rendering

Masterclass: Rendering With Mantra

Masterclass: Rendering With Mantra

Materials in H11 I & II

Materials in H11 I & II

Motion Blur I & II

Motion Blur I & II

Naiad Scene Test

Naiad Scene Test

One Unit Displacement

One Unit Displacement

PBR 45  to 3 min render time

PBR 45 to 3 min render time

PBR I , II , III , IV

PBR I , II , III , IV

PBR fun

PBR fun

PBR snack

PBR snack

Painting with polygons

Painting with polygons

Passes

Passes

Pills Scene I , II & III

Pills Scene I , II & III

Point Clouds I & II

Point Clouds I & II

Point Instancing

Point Instancing

Point instance procedural

Point instance procedural

Production Volume Rendering I & II (siggraph 2011)

Production Volume Rendering I & II (siggraph 2011)

Ptex workflow

Ptex workflow

Pyro FX 2 Shader Videos

Pyro FX 2 Shader Videos

RGB lighting using takes

RGB lighting using takes

Render Passes

Render Passes

Rendering a curve as tube

Rendering a curve as tube

Renderman Workflows

Renderman Workflows

SWANN Displacement Challenge

SWANN Displacement Challenge