houdini tutorial database

Collections
Advanced Character Rigging I & II

Advanced Character Rigging I & II

H9 Bridge Asset

H9 Bridge Asset

H9 Elevator Asset

H9 Elevator Asset

H9 Fundamentals

H9 Fundamentals

HDRI Shader Development for Mantra

HDRI Shader Development for Mantra

How Do I

How Do I

Introduction to houdini (legacy series)

Introduction to houdini (legacy series)

Python Creating Tools

Python Creating Tools

Rigging Introduction (legacy series)

Rigging Introduction (legacy series)

Sneak Peek H6

Sneak Peek H6

Special Effects I (legacy series)

Special Effects I (legacy series)

Special Effects II (legacy series)

Special Effects II (legacy series)

TD Volume I & II

TD Volume I & II

Technical Effects

Technical Effects

Technical Rigging I,II,III,IV

Technical Rigging I,II,III,IV

Technical Rigging V

Technical Rigging V

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

Power Plant

Power Plant

Ptex workflow

Ptex workflow

Mercury Rising

Mercury Rising

RGB lighting using takes

RGB lighting using takes

issue 104 Teddy Bear

issue 104 Teddy Bear

issue 125 (Q&A) leafs

issue 125 (Q&A) leafs

issue 131 (Q&A) Cloud

issue 131 (Q&A) Cloud

issue 134 (Q&A) slide

issue 134 (Q&A) slide

issue 137 (Q&A) Vine from particle stream

issue 137 (Q&A) Vine from particle stream

issue 137 Rigid Body Dynamics

issue 137 Rigid Body Dynamics

low-overhead particle sequence

low-overhead particle sequence

Chuck Close Effect

Chuck Close Effect

Procedural Text Animation

Procedural Text Animation

Advanced Lighting

Advanced Lighting

Creating a Counting Frame

Creating a Counting Frame

Creating a plant pot

Creating a plant pot

Lights and related Shader and Render settings

Lights and related Shader and Render settings

Shading with the Mantra Surface Shader

Shading with the Mantra Surface Shader

A Line With Zero or More Points

A Line With Zero or More Points

Background Images

Background Images

Breaking Text Into Letters / Groups (+ python code)

Breaking Text Into Letters / Groups (+ python code)

Close Mirrored Curve

Close Mirrored Curve

Create Particle Fluid

Create Particle Fluid

Create VOP Network with Python

Create VOP Network with Python

Create a Red Blood Cell

Create a Red Blood Cell

Creating a New Shader

Creating a New Shader

Creating a Simplest Shader

Creating a Simplest Shader

Curve Width Attribute

Curve Width Attribute

Fade in / Fade out Effect

Fade in / Fade out Effect

Hard Shading with Facet and Edge Cusp

Hard Shading with Facet and Edge Cusp

Interface Basics ( 12 articles )

Interface Basics ( 12 articles )

Metaball Snow Cover

Metaball Snow Cover

One Unit Displacement

One Unit Displacement

Orient Point Normals Ouside Sphere

Orient Point Normals Ouside Sphere

Python Snippet to Convert Point Group to Edge Group

Python Snippet to Convert Point Group to Edge Group

Quick Dive into VOP SOPS

Quick Dive into VOP SOPS

Rendering a curve as tube

Rendering a curve as tube

Set-up Basic Composition Network

Set-up Basic Composition Network

Set-up Basic Render

Set-up Basic Render

Sweep Your Profiles Smart

Sweep Your Profiles Smart

Use Copy Stamping Instead of Foreach

Use Copy Stamping Instead of Foreach

Use GI / Ambient Rendering Pass

Use GI / Ambient Rendering Pass

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

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

l-system - Quick Start by Example

l-system - Quick Start by Example

l-systems - Turtle Commands

l-systems - Turtle Commands

Import Tracking Data

Import Tracking Data

Auto-Fence asset I & II

Auto-Fence asset I & II

Pinboard Effect I & II

Pinboard Effect I & II

Pulverize Effect

Pulverize Effect

Simultaneous Music, Animation and Sound Techniques

Simultaneous Music, Animation and Sound Techniques

Principes of digital images synthesis

Principes of digital images synthesis

Build your own fluid solver

Build your own fluid solver

Simple Electric Arc Effect made with Volumes

Simple Electric Arc Effect made with Volumes

Voxel Deformers

Voxel Deformers

Tree delayed load

Tree delayed load

Cheat Sheet

Cheat Sheet

Curves from animation I , II , III , IV

Curves from animation I , II , III , IV

Customising Motion Effects

Customising Motion Effects

How to Read a 3×3 Matrix

How to Read a 3×3 Matrix

Multiparms

Multiparms

Rotating Points With a 3×3 Matrix

Rotating Points With a 3×3 Matrix

Writing a VEX shader I , II , III , IV

Writing a VEX shader I , II , III , IV

Back To Basics

Back To Basics

DJ Turntables (Low Detail)

DJ Turntables (Low Detail)

How To Turn Particles Into Geometry

How To Turn Particles Into Geometry

Low Poly Flashlight

Low Poly Flashlight

Particle Exercise I & II

Particle Exercise I & II

Simple Modeling of a Chair

Simple Modeling of a Chair

Sweep and Skin That Thing

Sweep and Skin That Thing

The Matrix Ripple and Other Uses

The Matrix Ripple and Other Uses

Cellular Automata

Cellular Automata

A Method for Animating Viscoelastic Fluids ( siggraph 2004 )

A Method for Animating Viscoelastic Fluids ( siggraph 2004 )

Smoke Solver

Smoke Solver

Volumes I & II

Volumes I & II

Destruction

Destruction

Rigging

Rigging

The Great Escape I

The Great Escape I

The Great Escape II

The Great Escape II

Intro to Rendering

Intro to Rendering

Introduction to Houdini part I & II

Introduction to Houdini part I & II

Introduction to Lighting and Shading for Artists

Introduction to Lighting and Shading for Artists

Introduction to Procedural Animation and Shading

Introduction to Procedural Animation and Shading