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Houdini (7 Tutorials)

hdr light studio shadows and shades tutorial

HDR Light Studio 8.2: Placing Shadows and Shades

March 12, 2024

Positioning shadows and shades in your 3D scenes is easy with the latest features in HDR Light Studio v8.2.  This tutorial shows you how to do it, using the new LightPaint feature.

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custom pottery houdini gsg tutorial

Custom Pottery Solver in Houdini / Karma Tutorial

November 29, 2023

In this tutorial, Mark Fancher shows you how to create a custom pottery solver in Houdini.  Plus, he explains how to import Greyscalegorilla Plus materials into Karma.

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Burning Question USD

What is Universal Scene Description (USD)? #burningquestion

August 14, 2023

Universal Scene Description, or USD, is a scene encoding format for content creation that enables 3D applications to exchange assets.

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Learn Software Faster

How to Smash the Learning Curve to Learn Software Faster

January 31, 2022

Have you been wanting to learn new software but don’t know where to start? Don’t have the time? Well, I’m here to help you make it happen.

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chaos group v-ray logo

Introduction to V-Ray Next Compilation

April 16, 2020

This is a compilation of the Introductory tutorials for V-Ray Next including 3ds Max, Revit, Sketchup, Rhino, Unreal, Modo and Houdini.  Most of these tutorials also have downloadable assets.

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V-Ray for Houdini tutorial

V-Ray for Houdini: Introduction + Batch Rendering + Using Python HOU

August 20, 2019

Here’s a couple of tutorials to get you up and running with V-Ray for Houdini quickly. The introduction covers the basic startup and UI integration, the next tutorial teaches you how to start a batch render, and finally you will learn how to use the Python Hou module .

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Houdini: Lava like a Boss

Houdini: Lava like a Boss

May 13, 2015

Learn how to create realistic lava in this 2 part tutorial from Ben Watts.

In Part 1 of this tutorial, we'll start by setting up the emitter, dynamics & mesh for our main lava sim. After that's completed we'll create a secondary dynamics system consisting of temperature based particles that will impact the main sim to create tendril like strands and splashes.

In Part 2 of this tutorial, we'll learn an efficient way of sourcing smoke from our mesh. After that I'll show you how to render the geo & smoke at the same time whilst still maintaining separate passes. I'll show a nice easy way to render custom object buffers & take a look at adding some punch to our final rendered image in post with After Effects.

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