In this video tutorial we'll have a look at some smoke techniques. This uses a smoke example to examine source variations and upres (techniques which are useful preparation for the pyrofx tools).
In this first part we look at using a noise based source, and at rest fields. We then introduce the upres technique of adding detail.
Here's a look at the basics of smoke simulations. It is worth looking at the video series on volumes before doing the smoke tutorials.
This first part looks at setting up a simulation, the fields involved, how to visualise them. It also looks at temperature and bouyancy as well as vortex confinement.
This first part of the video tutorial looks at the basics of a POP network, using Source and Location to birth particles, particle birth groups, and the Follow pop. It also looks at the basics of the Force POP.
This first of the video tutorial part contains an overview of how DOPs differs from SOPs and how to examine DOPs data using the Details View. It then looks at the RBDKeyFrameActive node as a method for combining keyframe and simulation animation.
This video tutorial is an introduction to building a surface shader in VOPs that combines an image texture with procedural shading.
This is a rather longer set of videos than normal as it is a complete walk through of creating a shader. The videos are in total are roughly an hour long.
This first part of the video tutorial looks at using the foreach sop to iterate over groups of primitives, using the example of creating balconies on a set of primitives.
In today's video tutorial we will be creating a caustic lighting effect using Houdini's Mantra PBR rendering engine.
This first part starts with a refresher on refraction.
We look at setting up normals correctly, then at the glass shader in Houdini, faux caustics and shadows, and using an environment light in PBR to generate 'background' reflections.
In this amazing Houdini tutorial, we will walk you through how to completely pulverize characters and objects using Side Effect’s Houdini 11. Today’s section deals with setting up the basic node-network whilst the next part will look at how to finish the effect and art-direct the dynamics to ensure we get the look we want. Look no further if you want to see just how creative Houdini allows you to be…
This video tutorial is an introduction to using attributes and local variables in Houdini. It covers:
Different types of attribute: vertex, point, primitive and detail;
When attributes and variables can be used, and when not;
Vector vs 3 value float attributes;
Converting between point and detail attributes etc.
This is a video tutorial covering how to enable motion blur in Houdini, the difference between standard and deformation blur, motion blurring dynamics simulations, motion blur quality settings.
This video tutorial is a look at one of the basics of Houdini : Polygons - point, vertex and primitive data, smoothing and faceting, subdivision, removing inline points, orienting polygons and making polygons planar.
This is an introduction to what is going on behind the scenes when the Mantra micropolygon renderer renders a scene. This tutorial also explains the different sampling controls available in Mantra: Pixel Samples, Shading Quality and Ray Samples.
This is a video tutorial on how to create your own lighting model using an illuminance loop in a vop network in Houdini.
Note that this only works for standard Mantra renders, not for PBR. We create a velvet lighting model, including shadows using a illuminance loop.
This video tutorial looks at how to create a zdepth pass, and then goes through examples of how to use the pass to create a fake depth of field effect and a fog effect using the compositor.