/r/Houdini

Photograph via snooOG

The subreddit to discuss and learn about all things relating to the Visual Effects suite Houdini by Side Effects Software.

Welcome to /r/Houdini. This is a place to discuss, show-off and help each other with all things related to Houdini.

Useful Resources:

  1. Side Effects Software

  2. Houdini Doc / hou/python commands

  3. SideFX Official Tutorials search 'masterclass' ⭐⭐

  4. SideFX Forums

  5. Curated google doc Tutorial List ⭐⭐⭐

  6. Go Procedural!

  7. Odforce Forums

  8. Think Procedural Discord

  9. Matt Estela's cgwiki! ⭐⭐⭐

  10. Entagma's videos ⭐⭐⭐

  11. Houdini blueprints to share .hip recipes

  12. Peter Quint's Tutorials

  13. LesterBanks (cg related blog)

  14. CmiVFX Tutorials (non-free)

  15. Pluralsight/Digital Tutors Tutorials (non-free)

  16. To relax: pedohorse's Vimeo

Here are some other subreddits that you might be interested in:


/r/Houdini

51,933 Subscribers

9

Piggy metal growth

0 Comments
2025/02/03
23:06 UTC

11

[Beginner Friendly Tutorial] I've just created a new tutorial walking you through the basics of materials and shading in Houdini and covering nearly everything you'd need to know to get started as a beginner. This is "Lesson 02" of the beginner series for Houdini that I am putting together

1 Comment
2025/02/03
22:19 UTC

1

VEX question

Hey everyone, I need some help with a VEX snippet. Here's what I'm trying to do:

  • I have geometry with a unique "@class id attribute for each piece.
  • There's a growing point attribute called mask1 that determines if a point is "covered" (values greater than 0 mean covered).
  • When all points in a '@class are fully covered by mask1, I want to activate another point attribute called mask2 for that entire class.
  • Finally, I want to color the entire piece based on the mask2 attribute (e.g., red for active, black for inactive).
1 Comment
2025/02/03
20:09 UTC

1

what would be the best approach for a blood flow setup with collisions in the RBC's

particularly interested in the 'kickback' effect that the blood flow has when the heart is pumping blood

I've tried with a simple pop sim, with a popcurve force and another pop curve force that has the same curve but with opposite curves, but the setup isn't working amazingly

ref: https://www.youtube.com/watch?v=S2vZtPXV7A0

3 Comments
2025/02/03
18:43 UTC

2

Push Notification Script — Houdini + Python

0 Comments
2025/02/03
17:48 UTC

2

Trying to make Animated geo break apart on impact.

https://preview.redd.it/o252u3cohyge1.png?width=860&format=png&auto=webp&s=e502f65265fb13d95ce3aa74373af4d6ff2771e6

https://preview.redd.it/byi1g3cohyge1.png?width=1306&format=png&auto=webp&s=61ad8d3f16003de6d103168af180f93ecd0f3be7

So basically i have a base mesh here with just spheres scattered onto the surface, i want to make it so on impact with the ground the spheres break apart or scatter. I know i need to use RBD i think but can anyone help point me in the correct direction to achieve this? I am fairly new to houdini so i know the basics but more indepth stuff i am abit new too. Thanks!

3 Comments
2025/02/03
17:10 UTC

3

Procedural Stylized Tree using Houdini in UE5.

0 Comments
2025/02/03
16:46 UTC

1

Muscle / Bone assets for muscle/skin simulation

I´ve been looking into the muscle sim side of houdini and want to try it on a character that I have. What I am missing is a relatively low poly and non-overlapping male skeleton and muscle geo to fit into the character body.

I know the elements for this can be sourced online but making it non-overlapping and appropritely low poly is pretty tedious and time consuming work that I simply dont have the time for as it stands.

Are there some resources like that online that I might have missed? Thanks!

0 Comments
2025/02/03
16:38 UTC

1

custom rest position stretches texture in attribute from map node

Hey,

Chatgpt helped me with texturing particles with a texture map and rest position to stick the map to the particles. This works pretty accurate excepts its stretches the map. I cant find the texture settings to manually squeeze it in the right aspect ratio.

When I ask for a solution it comes with a solution that's not working so I wonder what the solution must be then.

Picture below is the solution it provided with the best results.

Cheers!

https://preview.redd.it/gd95r09u1yge1.png?width=1568&format=png&auto=webp&s=0f2157ac1f2dbb15071846dce9bede093ef9ae47

3 Comments
2025/02/03
15:39 UTC

1 Comment
2025/02/03
13:29 UTC

1

Variable density and fields help

Whats up all. I'm curious about learning more about fields and how I can use them to do particular things, make certain masks etc. and I need to do it for a project. I'm curious if anyone knows of any tutorials or courses that cover fields and how they work and core concepts, as well as workflows and that type of stuff.

To give you an example, I have an image from someone else here to demonstrate my explanation. In the pic, you can see that there are 2 sets of particles, 1 with high density and 1 with low density (represented by red, with low density, and blue, with high density). I want this liquid to remain exactly as it is until a collider (perhaps a stick or something similar) sweeps through this container. When the collider sweeps through, I want it to activate the particles so that the red ones will do as they should and rise above the high-density particles in blue, but as I said I only want that to happen after the collider sweeps through, and "activates" them.

I'm certain I can use fields to do this in some way but my understanding and workflow around fields is EXTREMELY lacking so I'm hoping to learn more about them as a core concept so I can do this stuff on my own in the future. Any suggestions are welcomed.

https://preview.redd.it/hygn0gshexge1.png?width=722&format=png&auto=webp&s=ba6e9a2764860de389497ab2719d8b7ab4c1e247

0 Comments
2025/02/03
13:28 UTC

5

Tutorial: control 3d curves with Curveu attribute

This will be a 3 part tutorial on how to control 3d curves inside Houdini. We will get into vex and vops using curveu attribute for the setups. Hope you enjoy.

1 Comment
2025/02/03
12:18 UTC

0 Comments
2025/02/03
11:16 UTC

10

How do I move a point along a curve to get a stair shape

Hi, so I'm attempting to make a procedural staircase with a curve as a guide (the plan is to make it a tool for unreal and place it with a spline) and the problem I'm facing right now is that i need to add along one out of two points along the curve up float to give the serrated staircase shape. How could I do that?

9 Comments
2025/02/03
10:52 UTC

1

Waterfall tutorial/plugin

Hello Everyone,

Im a video producer, with some 3D experience (Zbrush, 3DS max, UE5) and a am currently looking to create something similar to this https://www.youtube.com/watch?v=KKz3Ju_CGew&ab_channel=ChangiAirport, at first I thought UE5 might be the quickest and eaasiest eay, but I cant find many tutorials with realistic water simulation.

Which leads me to Houdini, do you guys know any tutorial I could try to get something like this? I have no experience in Houdini, but feel confident enough I can learn the basics for what I need, and could be my way to finally learning Houdini.

Thank you all in advance.

1 Comment
2025/02/03
10:41 UTC

20

Junior FX Artist Reel • Need feedbacks again ;)

4 Comments
2025/02/03
09:47 UTC

74

Personal project - Antigona Mini

7 Comments
2025/02/03
09:11 UTC

1

what is the difference of the build types: gcc9, py310, qt6

I just installed the gcc9 version and seems the same as the qt6. Do the gcc9 or py310 includes a terminal version of houdini like mayapy?

0 Comments
2025/02/03
09:08 UTC

1

Trouble with rotation matrix math / extracting a transform rotation pivot.

My whole end goal is essentially just trying to take a Transform SOP's pivot rotation (visually shown in the viewport as the transform pivot handle) and extract it as a vector. This way I can then apply this rotation pivot vector to future transform SOPs to effectively copy the rotation pivot across. Note that I'm not talking about the rotation of the geometry, I'm talking about the pivot since I've already figured out the geometry rotation successfully.

At first this sounds simple but, unless I've gone down the wrong path, it seems to be very difficult. This is because the pivot's rotation is affected by three different parameters in the Transform SOP.

When you rotate with the Transform SOP, it has three different vector parms to enter rotation data for: pre-rotate, pivot rotate, and rotate. If you play around with them, you'll realize the node combines them in order like this: pre-rotate --> pivot rotate --> rotate. The resulting rotation is then applied to the geometry/pivot.

That's all handy dandy and all. But I for the life of me can't get my VEX to mimic this behavior using matrix math. This is down to that pesky order in which rotations are combined. Currently my logic is to relative reference the 3 rotation parms into a detail wrangle, convert them to matrices, multiply them with eachother in the order explained above, then finally convert the resulting matrix back into a euler vector. But rotating some geo with this new vector shows an incorrect rotation in certain cases (again, all down to the order in which the rots are used). I can tell its incorrect since I'm just doing a direct comparison of the viewport handle I'm calculating (visualized on a Transform SOP) to a second Transform SOP that's being used as my ground truth.

Basically after studying transform matrices and how to combine them for rotation calculations I'm getting stuck in this instance and I simply can't figure this out anymore (my brain is too small). But maybe there's just a simpler way to extract the euler rotation of the pivot handle.

Can anyone give me any ideas, or even better some simple working solution/VEX for this problem that I can go off of? Much appreciated, thanks everyone.

3 Comments
2025/02/03
02:56 UTC

0

Urgent Issue : My render with heightfield and volume at the same time taking too long

https://preview.redd.it/a28bt9womtge1.png?width=3778&format=png&auto=webp&s=aa02f2f2a02a9fa9ba32a922cc6b67eb26ee5aa6

Hi bros from reddit

currently i am working on a scene something like the image above

and i have landscapes converted to polygons and volume but rendering two things at the same time takes too much time (like immense more than hours per frame using 4080 super)

probably it is because of volumes and polygons are interacting too heavily.

so my question is how can i shorten the render time?

i am considering rendering two things seperately and composite later but landscape will be has no shadow :{

4 Comments
2025/02/03
00:50 UTC

17

I'm making a new reel for 2024, any critique is welcome!

4 Comments
2025/02/02
22:28 UTC

94

Tank Tracks Simulation. Simulated with Houdini. Rendered with Blender.

5 Comments
2025/02/02
22:15 UTC

144

Vdb advect with UVs on the piggy

9 Comments
2025/02/02
18:25 UTC

2

PC Build for Houdini (Small-Scale Sims, Vellum, Fluid) – Need Your Advice

Hi everyone!
I’m building a PC for Houdini (mainly small-scale sims, vellum, and fluid—nothing too intense in terms of VFX). I'm relatively new to Houdini, and I wanted to get some advice on whether my current setup is well-balanced for my needs. I use Redhsift. Thanks so much in advance! 🙏

Gehäuse CORSAIR 3500X ARGB GEHÄRTETES GLAS MID-TOWER
CPU: AMD Ryzen 7 7700 8-Core
Mainboard: ASUS® TUF GAMING B650-PLUS WIFI
RAM: 64 GB Corsair VENGEANCE DDR5 6000MHz CL40
GPU: RTX 5080 16GB
SSD: 2 TB CORSAIR CORE XT MP60 (bis zu 5000 MB/R, 4400 MB/W)
CPU-Kühler: Hochleistungs-CPU-Kühler der FrostFlow 360-Serie ARGB

The build is already pushing the top of my budget, so if anyone has suggestions on where I could save some money without compromising too much on performance, I’d really appreciate it!

15 Comments
2025/02/02
15:34 UTC

1 Comment
2025/02/02
14:47 UTC

1

New to Houdini

I'm new to the software, for the last 3Y I used Blender and other apps for unversity studies. I would like to use houdini but still don't know whether to use the app for VFX or modeling. Where can I start? From the donut tutorial? Are there any tutorials or even training courses that you recommend? (possibly with certificates)

7 Comments
2025/02/02
12:06 UTC

85

3D Brand Film I created for my Bachelor Thesis (unpaid); Fully made in Houdini and rendered in Redshift

6 Comments
2025/02/02
08:30 UTC

1

Houdini issues uv quick shade node

Hi, I'm having an issue with this node. When I select uv quick shade and I click to open the tex folder is nothing. Does anyone know what the problem is or how can I fix it?

2 Comments
2025/02/02
00:25 UTC

1

Why the smoke trail looks different in PyroBakeVolume than in Null?

I have a rocket trail simulation. At the end I cached it and added a PyroBakeVolume after.

When I put a null and select it the look is suddenly different. And I actually like this look better although I can't explain why it's different.
But when I import it in /stage (Solaris) I see the look like I see in the PyroBakeVolume not the Null (although I selected the Null when importing - I used the Quick Setup->Create Render Stage from PyroBakeVolume to create the rendering).

So I am baffled on why the look with the null looks different and why the look from the Null is not reflected in /stage (because I selected it). Any ideas?

I'm using Houdini 20.5

UPDATE

I found out the issue...it was the Masking in PyroBakeVolume...it was on. When I put if off I can see the same in PBV what I see in the Null. So I can see the same in Karma.

https://preview.redd.it/rd2ox39bamge1.jpg?width=1761&format=pjpg&auto=webp&s=e5d82276f52abe3f3a1e21c47636503ec86425d3

3 Comments
2025/02/02
00:04 UTC

1

Houdini: Uv quick shade issues

Hi, I'm having an issue with this node. When I select uv quick shade and I click to open the tex folder is nothing. Does anyone know what the problem is or how can I fix it?

0 Comments
2025/02/01
23:19 UTC

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