/r/Houdini
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:
Houdini Doc / hou/python commands
SideFX Official Tutorials search 'masterclass' ⭐⭐
Curated google doc Tutorial List ⭐⭐⭐
Think Procedural Discord
Matt Estela's cgwiki! ⭐⭐⭐
Entagma's videos ⭐⭐⭐
Houdini blueprints to share .hip recipes
Peter Quint's Tutorials
LesterBanks (cg related blog)
CmiVFX Tutorials (non-free)
Pluralsight/Digital Tutors Tutorials (non-free)
To relax: pedohorse's Vimeo
Here are some other subreddits that you might be interested in:
/r/Houdini
Turned off the limit and displaying the VolRastAttr node. On the frame ~60 of the vellum grain sim a black box appears for 1-2 frames and steals it. Is it some kind of a Houdini trick, lol? Works Just fine with texture resolution 512.
Achieving volume for fluid interior using Mantra is super simple but I can't figure out doing the same for Karma. I tried making a volume out of the fluid surface and then taking it to Karma and applying a volume material but it doesn't seem to work. Couldn't find much on the internet either
Can someone help me?
Hey all.
I'm working with Houdini Engine to have an HDA I've made generate a mesh in Unreal Engine. I've already been able to apply a material to the mesh, by pasting the material path directly into the `unreal_material` node inside of my graph. However, I'd like to be able to choose the material using Unreal Engine. My thought for how to do this was to create a string parameter on the HDA, which would be referenced by the `unreal_material` node. However, when I do it this way, despite putting the exact same material path string into the parameter interface in UE5, the material is not applied.
I've already checked that the parameter reference path in the `unreal_material` node is correct (it autocompletes to the parameter name I chose), so I'm not sure what could be missing? Is there some kind of formatting that might break things? I consider that possible because the path has quote marks in it by default, but I'm not really sure why that would cause a problem. Any advice would be appreciated. Thank you!
I've been experiencing frequent crashes with Houdini Apprentice, even on light projects. I got a new PC in March specifically for 3D animation and graphic design, but even basic tasks like following CG Wiki tutorials or tweaking grid points seem to cause crashes every 30 minutes. I’m not pushing the RAM or running intensive simulations—just simple geometry with minimal VEX scripting, yet it still crashes. Any ideas on what could be causing this?
Some of my PC specs, if it helps:
· Intel® Core™ i9 processor 14900K
· Palit GeForce RTX 4080 SUPER Graphics Card
· G.SkillRipjaws S5 128GB (4x32GB) DDR5-6000MHz RAM
· Gigabyte Z790 AORUS ELITE AX Motherboard
Hello!
I’ve recently gotten into Houdini sim and have downloaded the rebelway RBD ready building to start my demolition simulation on. I am however struggling on finding out how to start considering I want this simulation to look realistic and therefore one each part of my building to simulate and fracture differently.
Was just wondering if anyone knew how to get started on the simulation and hopefully get a successful sim!
Thank you!
Simulation I’m going for: https://youtu.be/7shuvtA19e0?si=H65yNHsMQW0m9N_Z
Rebelway building: https://www.rebelway.net/free-destruction-building-models-vfx/n
A few small changes to my Jaffer’s marbling solver and now it’s 3d! I’m going to try to record/write a tutorial for this effect tomorrow, then maybe a separate tutorial for tine functions at a later date.
Hello community,
wanting to buy a good workstation for one of my daughters being in the 2nd year of ARTFX school, I would like advice on the appropriate configuration so that she can finish her studies with a suitable workstation to have peace of mind.
The budget being between 6000 and 8000 euros excluding screen, I understood that the AMD Ryzen threadripper pro generation processor was the most suitable with many cores.
Thanks for your help!!Hello community,
wanting to buy a good workstation for one of my daughters being in the 2nd year of ARTFX school, I would like advice on the appropriate configuration so that she can finish her studies with a suitable workstation to have peace of mind.
The budget being between 6000 and 8000 euros excluding screen, I understood that the AMD Ryzen threadripper pro generation processor was the most suitable with many cores.
Thanks for your help!!
Bonjour à la communauté,
voulant acheter une bonne station de travail pour l'une des mes filles étant en 2 eme année d'école ARTFX, je voudrais des conseils sur la config adéquat pour quelle puisse finir ses études avec une station de travail convenable pour être tranquille.
Le budget étant compris de 6000 à 8000 euro hors écran, j'ai cru comprendre que le processeur de génération AMD Ryzen threadripper pro était le plus adaptés avec beaucoup de coeurs.
Merci pour votre aide !!
++
Hello!
Maybe someone knows why this is happening to me, I just picked up Houdini recently and decided to get into a big challlenge, very possibly out of my expertise but I really wanted to learn.
I am doing a Vellum sim using the feather nodes and for some reason after frame 6 it just explodes all over with my currrent setup.
I always guessed it is because of the roots but I am really not sure why it is always breaking, I have changed the pin, constraint and vellum settings a million times.
If someone has done Vellum sims with feathers on an animated mesh maybe you know why mine doesnt work properly.
I have a cache of a Dopnet RBD sim.
I lost the original dopnet sim, but I still have the cache. I want to output just the constraints.
With the original dopnet I can use 2 dopimports (1 for constraints and 1 for pts) and connect them to transform pieces.
But since dop import asks for a dop network, how can I do it with just the file cache?
Hey everyone, hope y'all fine.
I'm trying to achieve this ink in the water color mix from this reference https://i.imgur.com/iEnyEeX.png (video: https://www.tiktok.com/@safespacestudios/video/7429884593945185567?lang=de-DE)
My approach: https://i.imgur.com/eOSVeeW.png
So I basically made 3 sphere sources for pyro, exported the vel, used the vel to advect colored points sourced from disks where the original spheres were located, rasterized those points to volumes with Cd.
I'm struggling for a more natural mix between the colors like seen in the reference video. Any tips for me?
Thanks in advance!
My demo reel is taking forever. A large part of it is because I’m still not a pro at Houdini, so my demo reel projects involve a lot of trial and error, troubleshooting, and taking LOTS of notes…And I will not put projects I’ve made from tutorials into my demo reel. I only started learning how to use Houdini my last semester in college (2023). Since I graduated, May 2023, Ive had to work at my restaurant job full time. I have to start getting ready for work at 1 pm, and I’m not back home until 12 - 1 am. By the time I’m asleep, it’s 2-3 am, and I’m awake by 10 or 11. Between grocery shopping, laundry, house work, i rarely get days where I can sit down for an hour and work on my reel before work. I’m exhausted and burnt out, but the bills gotta be paid. My schedule is never consistent, sometimes I’ll work 5 days and get 2 days off, some weeks I’ll be scheduled 10 days in a row before I get another day off. We’re not busy every day of the week. On slow days I have nothing do to, but I really wish I could somehow still “work” on my demo reel projects. So at the very leas, on the 2 days I’m able to grind on work, I could maybe know more about Houdini than I did the week before.
Other than SideFx’s documentation pages, which I do read through, are there any good non video based resources online that could help me?
TLDR; need help learning the ins and outs of Houdini faster by learning even when I’m away from my PC
I'm new to Houdini and currently I'm trying to find a way to cache multiple caches in sequence. Or queue the caches. I found a way to do that from this YouTube video by Bryan Holt ( https://youtu.be/qIeZMHNAUBU?si=sMs5A6mrNJ2idVCa )
But my 20.5 version does not have "Labs File Cache" and also my "File Cache" does not have that "hat button" like in Holt's video.
If there is another way to queue caches, please let me know.
Thank you so much!
Hi, idk if this is a dumb question, I'm currently researching a new workstation build.
currently looking at a Core i7-14700K or Ryzen 9 7950X. I know a good CPU is important, and I really care about single core speed as well. not sure what will get me the most bang for my buck. I don't have an unlimited budget, I know the Ryzen will likely perform better, but wondering if it's a meaningful improvement over the Intel option, given that in my country the Ryzen costs $676 vs $450 for the i7 ($226 difference).
Will I see a massive difference when combining either with say ~128gb RAM and a 3090 GPU?
I'm also concerned with memory compatibility and limits, and whether there are any nasty surprises in store in terms of software compatibility etc.
ty!
like why, help
this the render
and this the the karma viewport
Hi
I want to create ground fog, can I use Karma Fog Box to do so? The way I see, it (considering I'm an Unreal Engine guy) I see it as exponential height fog
So, I am a student and new to Houdini and I am trying to light a scene using a spotlight and a HDRI, but whatever way I turn either of them there is this shadow that looks nonsensical.
can someone offer me a fix? I would really appreciate it.
here there is no texture on the dome light
here is the texture
I am using the karma renderer btw if that helps
Hey guys pretty new to Houdini so please understand the basic questioning.
I'm trying to achieve this effect where i have a dirt static surface with mud sticked to it, once a soft body object (like a bristle) gently moves on this surface the mud sticks to the finger and leave the initial surface clean.
I assumed using vellum solver could be a good idea couse its natively compatibility between liquid/grains and soft body objects, any suggestion is appreciated tho.
How would you handle this stickness switch from a object to another?
Thanks in advance!
Hi,
I need to get 3 humanoid characters rigged for easy animation. Please message me if interested.
Thanks.