![]() ![]() Houdini 18 introduces SideFX Solaris – a USD-based context for lookdev, layout and lighting that brings procedural tools to this important part of the pipeline. The ability for nodes to be saved and to pass information, in the form of attributes, down the chain is what gives Houdini its procedural nature. These nodes are then “wired” into networks which define a “recipe” that can be tweaked to refine the outcome then repeated to create similar yet unique results. In Houdini, every action is stored in a node. ![]() Houdini lets artists explore different creative paths because it is easy to branch off a new node to explore alternative solutions. ![]() Behind the scenes, Houdini builds up the nodes and networks for you. While the nodes are what makes Houdini unique and give it power, there are lots of viewport and shelf tools that allow for artist-friendly viewport interactions. Houdini is built from the ground up to be a procedural system that empowers artists to work freely, create multiple iterations and rapidly share workflows with colleagues. The current months sketch is destruction.Title: SideFX HoudiniFX 18.5.xx Win/Mac/Lnx If you want to give yourself a challenge you can try to use Houdini each of the monthly sketches here. There are a lot of great digital assets there to help you. It will help with how to go from a Houdini sim into a full on explosion in Unreal Engine with screen shake! Make sure to check out the gameshelf SideFX has been making. If you have access to pluralsight, I would highly suggest to follow this course. Now if you want to start playing with Houdini for games check out Andres Glad they have really great videos too. These types of concepts will translate anything vfx related and help you in your career. ![]() Jason Keyser made a nice playlist for some of these concepts applied to games. Things like timing, shape, motion, color, etc. But there isn’t anything that you need to add extra attention for learning Houdini in my opinion.Īreas that you can pay more attention while using Houdini is principles of art theory. Anything that you learn in your Houdini journey can be useful in the future. But think of it as a means to an end, instead of a full solution. Houdini can help generate content for games. Many times we are limited to camera facing cards or simple meshes with a panning material. The biggest difference that you will find is the techniques that are used for game VFX. These particles play back the top of the simulation to create the explosion in engine. This material is applied to a particle system that spawns a few particles. Now in the game engine you create a material that uses your new awesome flipbook texture. From these frames you pack the normal, alpha, and emission into a 1024x1024 rgba flipbook. Then render 32 frames with several lights, used to generate a normal map out of (cheaper than a light map). In games you might place a camera above the explosion that tracks it. Only render the volume in the scene and then bring it into Nuke to composite it. In film you may need to place it in your scene. For both applications you would need to create a source for the simulation then tweak your simulation and materials settings for your end goal. The area that they differ is how the fundamentals are applied. Both game and film VFX use the same core fundamentals of Houdini. ![]()
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