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The Geometry Essentials Collection 1-6 (Houdini)

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Release date:2022, September

Author:Hipflask

Skill level:Beginner

Language:English

Exercise files:Yes

Learn it all, for less

Houdini isn’t so hard to master when you’re carefully guided through it. Our learning path is designed to step you through what you need to learn, in the order you need to learn it.

All of our current Geometry Essentials courses are packaged into this one comprehensive collection. 212 in-depth tutorials, over 18.5 hours of learning – this isn’t a quick how-to guide that teaches you to make one thing. We unpack the vital stuff other courses breeze over, covering the fundamentals in depth, showing you why these principles are so integral to Houdini and just how to wield them. Each course builds on the last, arming you with the technical knowledge to craft, finesse and refine original pieces.

But we don’t waste time either. Your learning time is precious and we know it. That’s why we make sure every second of these 6 courses contains the most crucial information, carefully explained, and delivered at the right time, in a way you’ll remember for the long term. We’re about true depth of understanding, not a few weak tricks.

This bundle is everything you need to start learning Houdini the right way. And you get a massive 30% saving to boot.

Watch online or Download for Free
Houdini Geometry Essentials 01 – Components & Primitive Types
01. Creating Primitive Geometry

01. Creating Primitive Geometry – Create at object level vs create in context
02. Creating Primitive Geometry Objects – Viewport Handles

02. Geometry Components

03. Geometry Components Part 01 – Points, Edges, and Primitives
04. Geometry Components Part 02 – Vertices
05. Component Numbers

03. Connecting Points

06. Connecting Points – Curves
07. Disconnecting and Reconnecting Points
08. Vertices Control Connectivity
09. Connecting Points – Particles to Surfaces

04. Primitive Types – Polygons

10. Closed Curves are also Polygon Surfaces
11. Every Polygon Face is also a Closed Curve
12. Drawing and Editing Polygons Using the Curve SOP – Part 1
13. Drawing and Editing Polygons Using the Curve SOP – Part 2
14. Drawing and Editing Polygons Using the Curve SOP – Part 3
15. Open and Closed Polygons – Part 1 – The Ends SOP
16. Open and Closed Polygons – Part 2 – The Crucial Role of Vertices
17. Open and Closed Polygons – Part 3 – Rendering Curves
18. Open and Closed Polygons – Part 4 – Rendering Wireframe Geometry
19. Polymodelling Tools on Polygon Curves
20. Polygon options on Primitive Object Nodes

05. Bezier Curves – Drawing, Editing and Modelling

21. Drawing Bezier Curves
22. Editing Bezier Curves – Points and Tangency
23. Editing Bezier Curves – Segments
24. Editing Bezier Curves – Rounded Corners
25. Working with Bezier Curves – Reference Images
26. Working with Bezier Curves – Tracing a Profile
27. Working with Bezier Curves – Modelling
28. Working with Bezier Curves – Resampling Bezier Curves to Polygons
29. Optimising Curves with the Refine SOP

06. The Technical Side of Bezier Curves

30. How Bezier Curves work – Order and Degree
31. How Bezier Curves work – Components
32. Editing Bezier Curves – Curve SOP vs Edit SOP
33. Editing Bezier Curves – Procedural Nodes vs Non-Procedural Nodes
34. Editing Curves Procedurally
35. Animating Curves

07. Primitive Types – Nurbs Curves

36. Comparing Nurbs Curves to Bezier Curves
37. Nurbs Curves – Order – Part 1
38. Nurbs Curves – Order – Part 2
39. Drawing and Editing Nurbs Curves Using the Curve Node
40. Nurbs Curves – Point Weight

08. Parametric Curves and Surfaces

41. Auto Bezier Draw Mode
42. Generating Nurbs and Bezier Curves Procedurally – The Fit Node
43. Parametric Space
44. Parameterisation – Part 1 – Uniform vs Chord Length
45. Parameterisation – Part 2 – Chord Length and Centripetal
46. Nurbs and Bezier Surfaces – Part 1 – Cross Section Curves
47. Nurbs and Bezier Surfaces – Part 2 – Parametric Space

09. Comparing & Converting Nurbs & Polygons

48. Comparing Nurbs and Bezier Curves to Polygon Curves
49. Using Polygon Curves Like Nurbs Curves – Subdivision Curves
50. Interpolating Curves – Nurbs and Beziers vs Polygons
51. Converting Polygon Faces to Nurbs Surfaces
52. Bilinear Mesh

10. Primitive Types – Polysoups & Quadratic Primitives

53. Polygon Soups Part 01 – Memory and Disk Space
54. Polygon Soups Part 02 – Benefits and Limitations
55. Quadratic Primitives

Houdini Geometry Essentials 02 – Attributes – Principles, Normals & Vectors
01. Principles

01. What Are Attributes
02. An Analogy For Attributes
03. The Position Attribute and the Geometry Spreadsheet
04. Attribute Class
05. Creating and Manipulating Attributes
06. Attribute Types
07. Attribute Create Node
08. Attribute Type Qualifier – Attribute Meaning

02. The Normal Attribute

09. What Are Normals
10. Calculating and Adding Vertex Normals
11. Normal Weighting Methods

03. Visualising Attributes

12. Creating Attribute Visualisers
13. Remapping Values and Per Component Ramps
14. Using Colour to Visualise Normal Interpolation Across Primitives

04. Auto Generation and Attribute Defaults

15. Adding The Normal Attribute vs Auto Generate
16. Attribute Mismatch
17. Default Attribute Values

05. Vectors

18. Drawing Vectors
19. Vector Visualisation – Markers
20. Unit Vectors
21. Unit Vectors Part 02

06. Normals for Orientation

22. The Copy To Points Node
23. Using Normals to Orientate Geometry
24. Adding Randomisation to Attributes
25. Attribute Randomise – Visualising the Distribution

07. Reversing and Correcting Normals

26. Polygon Winding Order
27. Reversing Vertex Order Using the Reverse Node
28. Shifting the Vertex Order
29. Reversing Vertex Order Vs Reversing Normals – Part 01
30. Reversing Vertex Order Vs Reversing Normals – Part 02
31. Correcting Primitive Normals

Houdini Geometry Essentials 03 – Attributes, Variables & Parameters
01. Variables

01. Global Variables as Shorthand for Constant Values
02. Global Variables – A Constant Name for Changing Values
03. Local Variables
04. Global & Local Variables in the Output Context
05. Local Variables Take Precedence Over Global Variables

02. Bounding Box Variables

06. What exactly is the Bounding Box
07. Min and Max Local Variables on the Transform Node
08. Transform Local Variables and the Match Size Node
09. Using Attributes and Local Variables in Parameter Expressions
10. Relative Bounding Box Using Local Variables

03. Referencing Parameters and Bounding Box Values

11. Project & System Overview
12. Channel References
13. HScript Bounding Box Expression
14. The Advantage of Referencing Nulls
15. Importance of Positioning Geometry
16. Aligning with the Origin
17. Organising The Network

04. Understanding Orientation Along Curves

18. Copying to First and Last Points
19. Using Polyframe to Orientate the Copied Geometry
20. Orientation Along Curve and the Order of Operations
21. Understanding the Up Vector
22. Computing and Controlling the Up Vector
23. Leveraging the Primary and Secondary Axis
24. Manipulating the Normal Attribute

05. Distributing with Precision

25. Controlling Distribution Using the Resample Length
26. Tangent Type and Arc Length vs Chord Length Measurement Method
27. Justifying the Copy on the First Point
28. Justifying the Copy on the Last Point

06. Resampling & Raying

29. Resampling the Planar Curve
30. Using the Ray Node to Deal with Elevation
31. Resampling Twice for Greater Precision
32. Raying Back onto the Input Curve
33. Ray Tolerance and Treating Polygons as Straight Edges
34. Maintaining the Last Vertex

07. Spare Parameters & Randomisation

35. Adding Spare Parameters to Nodes
36. Resampling by Polygon Edge
37. Adding Normals and Handling Attribute Mismatches
38. Randomising Scale and Position
39. Randomising Orientation

08. Putting it into Practice

40. Environment Layout Tasks & Object Merge
41. Creating Curves from Edge Selections & the Output Node
42. Resample – Arc Length and Even Last Segment
43. Creating a Post & Rail Fence
44. Using the Sweep Node to Add the Rails
45. Using Normal & Up Attributes with the Sweep Node
46. Offsetting the Curve using the Poly Extrude Node
47. Poly Extrude – Extrude Along Edge Normal vs Front Transform
48. Using the Carve Node to Shorten the Curve
49. Using the Stacking System to Build Street Lamps
50. Distributing the Street Lamps

Houdini Geometry Essentials 04 – Drive Parameters with Attributes
01. Referencing Attributes in Parameters

01. Using @attribute Notation Within Parameters
02. @attibute on Newer Nodes and in Group Parameter Fields
03. Accessing Detail Attributes Using an Expression Function
04. Using an Expression Function to Access Primitive Attributes
05. The Benefit of Using Relative Paths
06. When its Better to Use Absolute Paths

02. Using Attribute Expressions

07. Creating the Geometry
08. Calculating the Circumference Using the Measure Node
09. Creating the Rotation to Linear Motion Expression
10. Deforming the Sheet Around the Roller
11. Testing and Animating The Setup

03. Scaling Parameters by Attribute

12. Generating Distance and Mask Attributes
13. Transforming Points by Attribute Value
14. Animating the Attribute Values
15. Using a Ramp Parameter to Remap Attribute Values
16. Extruding Primitives by Attribute Value
17. Using the Resample Node to Generate a CurveU Attribute
18. Bevelling Edges by Attribute Value
19. Modifying Attribute Values Using the Attribute Adjust Node
20. Reviewing the Workflow of Generating, Modifying and Using Attributes

Houdini Geometry Essentials 05 – Dive into VOPs
01. The Case For VEX

01. VEX Performance Comparison Setup
02. Using the Performance Monitor
03. Explaining the Results

02. VOPs – Running Over Components & Geometry Globals

04. Running Over Geometry Components
05. The Position Variable
06. Attribute Inputs & Outputs and Data Type Colours
07. Time Global Variables and Converting from Float to Vector

03. Moving Points, Retiming Values, and Scaling Over Time

08. Displacing Points Using a Texture Map
09. Isolating Colour Components and Computing Luminance
10. Retiming Attribute Values Using the Retime Node
11. Scaling Values Over Time
12. Clamping Values and Deleting Attributes

04. Visualising & Manipulating Vectors in VOPs – Direction & Magnitude

13. Visualising Attributes in VOPs
14. Using Velocity to Orientate Copies
15. Fitting Values to a New Range
16. Normalising Vectors & Computing Vector Length

05. Binding, Indexing & Identifying by Attribute

17. Binding Attributes Part 01
18. Binding Attributes Part 02 – Exporting
19. Indexing Variables Part 1 – ptnum, primnum, vtxnum
20. Indexing Variables Part 2 – numpt, numprim, numvxt
21. Adding Polygons by Point Attribute
22. Selecting and Splitting Geometry by Attribute

06. Indexing, Point Sorting & the 0-1 Range

23. Using Point Index to Generate a Curve U Coordinate
24. A Benefit of Working With Normalised 0-1 Values
25. Scaling Using the Match Size Node
26. Scaling to a Given Size Using the Transform Node
27. Point Sorting
28. Working With the Vertex Index

07. Controlling Banking & Working With Parameter VOPs

29. Using the Path Deform Node to Move Geometry Along a Curve
30. Measuring Curvature
31. Blending Vectors in VOPs
32. When and Why to use Parameter VOPs
33. Animating VOP Parameters
34. Naming, Labelling and Setting Parameter Defaults
35. The Importance of Naming Parameters

08. Displacement, Ramp Parameters & Noise

36. The Displace Along Normal VOP
37. The Relative to Bounding Box VOP
38. The Ramp Parameter VOP
39. An Introduction to Noise
40. Promoting and Referencing VOP Parameters
41. Noise – Frequency and Offset
42. Noise – Fractal Parameters
43. Noise – Fractal Types
44. Noise – Remapping & Correcting the Output

Houdini Geometry Essentials 06 – Scattering & Distribution
01. Noise vs Random

01. Graphing the Outputs
02. Relationships and Trends
03. The Organic Nature of Noise
04. Comparing the Distribution Ranges

02. Distribution & Density

05. Exercise Intro & Scattering Points
06. Running Over Numbers & the Clumping Nature of the Random Function
07. Point Relaxing
08. Working with Point Density
09. Controlling Point Density with Attributes

03. Correcting, Adjusting & Compositing Attributes

10. Geometry Resolution and Attributes
11. Comparing Attribute Values to Pixel Values
12. Correcting the Noise Output – Colour Correct & Levels
13. Correcting The Noise Output – Curves & Ramps
14. Compositing Attributes
15. Working with the Mask Controls

04. The Relationship Between Attribute VOPs and Attribute SOPs

16. Replacing an Attribute VOP
17. Houdini as a Framework for Creating 3D Tools
18. Using Noise to Control Size

05. Controlling Random Distribution

19. Randomising the Scale Attribute in VOPs
20. Controlling Random Distribution Using Bias & Gain
21. Graphing the Bias & Gain Controls
22. Controlling Random Distribution Using a Ramp Parameter
23. Comparing the Custom Built SOP to the Attribute Randomise SOP

06. The Scatter & Align SOP

24. Scattering Points
25. Randomising Rotation
26. The Orient Attribute
27. Adding Attributes to Existing Point Clouds

07. Testing & Optimising

28. Distributing on Different Terrains & Objects
29. Optimising the System – Order of Operations
30. Optimising the System – Region of Interest
31. Summary

[Hipflask] The Geometry Essentials Collection 1-6 (Houdini).7z
[Hipflask] The Geometry Essentials Collection 1-6 (Houdini)_Subtitles.7z


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