Houdini (7 Tutorials)
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.
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.
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.
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.
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.
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 .
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.