Houdini Essential Training

7h 44m 21s
English
Paid
October 23, 2024

There's a multitude of tools for 3D content creation on the market, and each has its own advantages and merits. Houdini—a leading package for 3D content creation—offers a procedural workflow that allows for powerful experimentation, system reusability, and overall process efficiency in building an array of assets and animations.

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While known for its VFX strengths, Houdini has powerful tools for end-to-end 3D production for projects ranging from photorealistic visual effects to stylized motion graphics. In this course, Scott Pagano starts from the ground up to provide you with a solid foundation in Houdini. First, he takes you through the interface, covering topics such as global animation options, nomenclature, and viewport and display nodes. Next, he covers core geometry and animation concepts, followed by lighting, shading, and rendering techniques using the Houdini Mantra renderer. Once you have those primary 3D skills under your belt, Scott moves on to particles and volumes—some of the package's most lauded strengths. He wraps up with an overview of the package's compositing context, where you can create procedural imagery useful for processes across all contexts.

Topics include:

  • Global animation options
  • Viewing standard attributes
  • Copying SOP with template attributes and stamping
  • Caching geometry
  • Exporting and importing Alembic
  • Applying copy stamp channels
  • Importing animation into CHOPs
  • Caching animation data
  • Rendering, shading, and lighting
  • Setting up rigid body dynamics
  • Collision geometry fundamentals
  • Emitting particles from objects and attributes
  • Rendering particles
  • Emitting smoke from an object
  • Refining smoke simulation
  • Compositing layers

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# Title Duration
1 Welcome 01:19
2 What you need to know? 01:40
3 Exercise files 00:49
4 Navigation 01:36
5 Viewport and display modes 03:10
6 Panes 03:02
7 Desktops 02:45
8 Preferences 02:57
9 Display options and visualizers 03:07
10 Global animation options 02:07
11 Nomenclature 03:30
12 Network view 07:54
13 Node flags 06:36
14 Geometry spreadsheet 02:51
15 Tree view 01:55
16 Shelf Tools 02:56
17 Object vs. suface context 04:14
18 Geometry types 05:38
19 Viewing standard attributes 03:12
20 Selection 03:02
21 Grid and snapping 02:26
22 Basic box up modeling 04:03
23 Polysplit and edge loops 06:18
24 Clip and mirror 03:36
25 Polybevel and divide 04:52
26 Curve SOP 03:06
27 UV unwrap 03:31
28 Creating groups 06:31
29 Creating attributes 07:49
30 Copy SOP 02:43
31 Copy SOP with template attributes 04:39
32 Copy SOP with stamping 06:55
33 Packed feometry 04:59
34 Geometry with VDBs 04:01
35 VOP SOP 06:42
36 Subnetworks 07:46
37 Caching geometry 05:19
38 Export Alembic 04:51
39 Import Alembic 02:04
40 Keyframes 03:22
41 Animation editor 03:16
42 CHOP networks 06:57
43 Expressions in parameters 03:49
44 Noise and filtering 07:03
45 Copy stamp channels 08:09
46 Apply copy stamp channels 07:50
47 Channel SOP 03:23
48 Importing animation into CHOPS 04:23
49 Cache animation data 02:23
50 Cameras 07:02
51 Flipbooks 03:43
52 Mplay 02:43
53 IPR rendering 05:05
54 Basic mantra settings 05:58
55 Mantra quality settings 12:01
56 Render passes, AOV 04:44
57 Open GL ROP 02:57
58 Geometry ROP 01:49
59 FBX ROP 01:55
60 Alembic ROP 02:26
61 Assigning materials 03:33
62 Principled shader 07:28
63 Using textures 03:25
64 Displacement 04:10
65 Basic custom shader 07:51
66 Subdivision settings 04:26
67 Light types - Point and spot 05:55
68 Light types - Distant 04:51
69 Light types - Area 04:19
70 Light types - Environment and HDR 03:19
71 Sun and sky lighting 04:29
72 Light bank and light linking 02:47
73 Rigid body dynamics setup 04:49
74 Adding objects to the simulation 03:21
75 Changing dynamic object types 02:46
76 Collision geometry fundamentals 05:49
77 Refining dynamics network 08:00
78 RBD active node 04:57
79 Caching simulation results 05:46
80 Applying lo-res sim to hi-res geometry 09:43
81 Wire simulation setup 07:54
82 Refining wire simulation 06:42
83 Deforming geometry with wires 06:34
84 Creating velocity attribute on objects 04:04
85 Emitting particles from objects 04:33
86 Emitting particles from attributes 06:15
87 Refining particle simulation 03:43
88 Caching particles 03:55
89 Post-simulation color modification 08:48
90 Rendering particles 05:11
91 Emitting smoke from an object 05:08
92 Refining smoke simulation 07:08
93 Key fluid simulation nodes 09:40
94 Caching output 08:32
95 Pyro Shader 06:04
96 Render scene overview 01:40
97 Compositing layers 05:50
98 Rendering output 02:24
99 Next steps 01:03

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