Week 1: Introduction to Houdini
Houdini is a powerful 3D animation and visual effects software used in the film, TV, and gaming industries. It specializes in procedural generation, allowing users to create complex simulations like smoke, fire, fluids, destruction, and crowd simulations. Houdini offers robust tools for modeling, animation, rendering, and compositing, but it’s particularly known for its advanced particle systems and VFX capabilities. The software uses a node-based workflow, which makes it flexible for creating dynamic, repeatable processes. It’s widely used in high-end visual effects production.
Demonstration:
I added a sphere mesh and its properties showed up as a node and hotbox.
[Tab] to open the “shelves” menu which allows the user to add various features as shown in the screenshot above.
I added a camera so I can view my render.
Like any other 3D software, I can alter the scale and rotation of my object alongside moving it freely in the 3D viewport.
I can change between vertex, point (vertices store more infomration than points but consume more computing power), face and edge select mode.
I can move/scale/rotate any selection I want on my mesh.
I can switch the main menu for specific HUD that suit my needs.
I can reshape my layout to match my needs once again.
I can label my layouts so they can mimic each other.
An alternate way to switch between specific menus.
The geometry spreadsheet give me individual information for each of the faces on my object.
Press on the blue tab to access each node’s properties individually.
Classroom exercise: creating a block of cheese
I added a cube mesh which was going to be my wooden cutting board which the cheese was going to be on.
[space] +[G] to open the mesh’s properties.
I added a UV unwrap node to eventually properly fit my image texture.
I switched layouts to work in my UV viewport.
I imported my wood imagetexture
I can rename nodes to remain organized.
[L] to automatically re-arrange your nodes.
I typed in a Doller sign to set a value to one of my wood’s attributes which changes when I change anything with my mesh.
I added a scatter node
I added a sphere to the scatter node so it can be my eventual Boolean.
I added the Boolean node
i used the “pscale” code to scatter my Boolean holes in a more randomized order.
The final result.
Node puzzle activity:
Goal
Before
After
Goal
Before
After
Week 2: Tripping Dominos
Week 3: Simulation and Render
Ducks in the ocean:
My Initial scene
I added a script to my plane so no matter what aspect I change in it, the subdivisions will remain equal both length and with wise.
These points help me visualize the direction of my waves more thoroughly.
I can set these points to any color I want based on my preference.
I set my ducks to rotate 90 degrees on the x-axis so they can align with the wave direction of my ocean.
Rendering in Houdini:
Week 4: Cloth Simulation
I added a grid which was going to fall on my sphere like a blanket.
The “Vellumcloth1” is a simulation preset which allows me to choose different kinds of physics for my grid. The more subdivisions my grid has, the smoother the simulation will be.
The node tree for a basic cloth simulation
Sub steps determine how often my cloth moves in its simulation.
This node is the final rendered version of my simulation which I will not use in my viewport because it takes too much computing power.
The settings I picked for my post processor
This invisible cube will act as a hanging point for my cloth
I added a group node to pick which form of geometry (primitives, edges or vertices) my cloth simulation uses to hang from the invisible cube.
My final node tree set up
My final product:
Other methods:
Tearing:
Bonus: Trampoline Simulation
Week 5: Procedural node based noodle plate
Week 6: Character Animation
My goal was to match my character already in animation to the reference model’s image
I selected the hands to isolate them so I can align my tube (acting as a gun) on to my soldier.
Week 7: Glass Breaking Simulation
This a built in simulation Houdini has.
I added an unpack node to adjust the UV mapping.
The grid will be my floor
This rotated plane will be the glass which this character breaks.
I positioned the fracture on the upper part of the glass because that was where the character was first going to hit the glass- with his head.
I am using a blast node to temporarily hide the character’s full body so it takes less computing power for my PC to run the simulation properly.
My bounding box acting as the glass’s constraint
Repeating the process with the wood preset.
Bonus: