Houdini 101 Your First Steps in Procedural FX by Shahzad Ahmad
Duration:20 hours
Actual Duration:20h 12m
Release date:2025
Publisher:Udemy
Skill level:Beginner
Language:English
Exercise files:Yes
Software:Houdini, Karma XPU
Course URL:https://www.udemy.com/course/houdini-101-your-first-steps-in-procedural-fx
Zero to working sims in Houdini. You start with navigation and contexts, then build full scenes and move straight into Pyro, particles, RBD, Vellum, and FLIP fluids with Karma renders.
π― What you’ll learn
- Navigate Houdini UI and understand SOPs, DOPs, LOPs/Solaris contexts
- Import geometry, assign materials, light and render a complete scene
- Work with geometry attributes, groups, transfer, and attribute-driven extrusion
- Copy, scatter, orient and instance geometry with packed primitives
- Write basic VEX and build VOP networks with ramps, remaps and channels
- Create procedural clouds, smoke, fire and explosions with Pyro Solver
- Simulate particles with POP forces, curve fields and advection
- Simulate sand and snow with POP Grains and activation setups
- Fracture and destroy assets with RBD Bullet solver and constraints
- Build soft bodies, cloth and hair with Vellum solver
- Simulate small and large scale FLIP fluids, cache and mesh them
- Render with Karma XPU in ACES color space
β Requirements
- Skills: Basic 3D understanding helpful, no prior Houdini experience needed
- Tools: Houdini 20.5 and above
- Hardware: Minimum 16GB RAM, dedicated GPU recommended for Karma XPU and heavy sims
π Description
This is a ground-up starter for people who keep opening Houdini and closing it again. You start with navigation, contexts, and building a full scene – import, materials, lights, render. No theory dump, you get something on screen fast.
Then we get into the real SOPs work. Grouping, attributes, transfer, extrusion driven by attributes, plus copying and instancing done right. Once you get how attributes drive everything, the rest of Houdini starts making sense.
VEX and VOPs are explained in plain terms. When to use nodes, when to just write a line of code. Data types, parameters, channels, remaps and ramps – the stuff you actually reuse in every setup.
From there it’s all sims. Volumes and VDBs, procedural skyscape and hero clouds, then Pyro Solver for smoke, fire, and explosion shots. You learn sourcing, forces, caching, and how to render it clean in ACES without washed-out fire.
Second half covers POP grains for sand and snow, custom velocity and curve forces, particle advection and rendering, then RBD fracturing and destruction, Vellum for soft bodies, cloth and hair, and FLIP fluids for tanks and small to large scale water with viscosity, caching, meshing, and Karma XPU rendering in Solaris.
π§βπ Who this course is for
- Beginner 3D artists who want to learn Houdini from scratch
- Modelers, lighters and generalists switching to FX and procedural workflows
π§βπ« About the Author
Shahzad Ahmad is a Houdini instructor focused on practical FX training. He teaches the full procedural workflow from SOPs and VEX basics to dynamics and rendering, with an emphasis on setups beginners can actually finish and reuse in production-style shots.
π Final Result
- A set of rendered FX shots covering clouds, smoke, fire, explosion, particles, sand, RBD destruction, Vellum soft bodies, and FLIP fluids – ready to cut into a starter FX reel.

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