[SideFX] Houdini Insight – Houdini Office Hours – 2018 Sessions
Houdini Office Hours #1 Whitewater, FLIP, Hair Fur, CHOPs, Animation
Houdini Office Hours #2 Creep, Path Deformers, Pyro Sourcing, UV UDIM
Houdini Office Hours #3 Vellum, Shader Mixing, RBD Material Fracture
Houdini Office Hours #4 Stylesheets, Packed Objects, Pre & Post Solve Inputs
Houdini Office Hours #5 Instancing, Hinge Constraints, Foreach Loops, OGL Viewport
Houdini Office Hours #6 DOP Data Deep Dive
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[SideFX] Houdini Insight – Houdini Office Hours – 2018 Sessions_Subtitles.7z
[SideFX] Houdini Insight – Houdini Office Hours – 2019 Sessions
Houdini Office Hours #07 Pyro & Timescale, The NVIDIA Denoiser, Mantra Image Planes
Houdini Office Hours #08 Constraints, FLIP Interactions, Dynamic VEX Variables
Houdini Office Hours #09 Twist Bend, Footplant & Agent Setup, Compile Blocks
Houdini Office Hours #10 Padding Strings, Inline Code, Debugging LookAtApply for Crowds
Houdini Office Hours #11 Back Ticks, Connectivity, Partition, Attribute Index
Houdini Office Hours #12 Poly Soup, RBD, Denting, VOPs
Houdini Office Hours #13 Node Handles, UDIM, Bullet Sleep, Smoke Solver Collision
Houdini Office Hours #14 Pyro Pump, Viewport Display, PDG Wedging, Group Selection
Houdini Office Hours #15 PDG, Bound SOP, Compile Blocks, Measure SOP, Curvature
Houdini Office Hours #16 Fuse, Terrains, Grooming, TOPs RopMantra, Gas Turbulence DOP
Houdini Office Hours #17 Grooming, RBD Fracture & Constraints, Sharpening Volumes
Houdini Office Hours #18 Vellum Planar Patch, Dynamic Attribs II, Mantra AOVs, OpenCL
Houdini Office Hours #19 Remove Shortest Prim, SOPs Velocity for FLIP, Visualizing VOPs
Houdini Office Hours #20 Packed Obj DOPs, [Labs] Toolset, Building Gen, Python Scripting
Houdini Office Hours #21, Pt 1 Distributed Simulations, Noise Usage
Houdini Office Hours #21, Pt 2 Displacements, Character Blendshapes, Art Directable Pyro
Houdini Office Hours #22 Pyro Sourcing, RBD Constraints
Houdini Office Hours #23 For Loop with Feedback, Building Generator
Houdini Office Hours #24 Houdini Engine & PDG
Houdini Office Hours #25 Pyro sourcing + methodology, Geometry light, Lightning with SOPs
Houdini Office Hours #26 Vellum+RBD Solvers, TimeShift SOP in For Loop, Bullet for Metal
Houdini Office Hours #27 Vector Math, OSM Citybuilding, and PDG
Houdini Office Hours #28 Terrain Heightfields, Vellum & Softbodies
Houdini Office Hours #29 Cryptomatte, Rest length, Python, Vellum, Procedural Fur Generation
Houdini Office Hours #31 Engine, PDG, brief intro to H18 Solaris
Houdini Office Hours #32 Pyro Visualization vs Material, Vellum Strings & Softbodies
Houdini Office Hours #33 Packed Geometry, Crowd Layers, & Pyro Fields
Houdini Office Hours #34 Deep Mantra, Nuke Deep Compositing
Houdini Office Hours #35 CHOPs
Houdini Office Hours #36 RBD Proxy Geometry, Shadowmattes
Houdini Office Hours #37 FBX Imports, Advanced Pyro Techniques
Houdini Office Hours #38 Grooming Tips & Tricks
Houdini Office Hours #39 Photogrammetry Pipeline, Linear Vertex Explanation
Houdini Office Hours #40 Polyreduce SOP
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[SideFX] Houdini Insight – Houdini Office Hours – 2019 Sessions_Subtitles.7z
[SideFX] Houdini Insight – Houdini Office Hours – 2020 Sessions
HOH #41 Houdini 18, Solaris LOPs
HOH #42, Pt 1 Vellum, Crowds, Scene Optimization
HOH #42, Pt 2 Vellum, Crowds, Scene Optimization
HOH #43 SideFX Labs
HOH #44 RBD Workflows in H18
HOH #45 PDG, Particles & COPs
HOH #46 Pyro Sourcing Methods & Replacing Stylesheets with LOPs
HOH #47 Sparse Pyro & PDG Wedging
HOH #48 Null Node, best practices for Caching, Simulation & Scene Scale
HOH #49 SOLARIS
HOH #50 – VELLUM
HOH #50 VELLUM
HOH #51 – WATER FX
HOH #51 WATER FX
HOH #52 Updates, Teaching Discussion
HOH #53 For loop demo, H18.5 Launch discussion
HOH #54 Python Scripting and HDAs
HOH #55 PDG for everyday tasks
HOH #56 – General Game Dev Workflows
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[SideFX] Houdini Insight – Houdini Office Hours – 2020 Sessions_Subtitles.7z
[SideFX] Houdini Insight – Houdini Office Hours – 2021 Sessions
HOH #57 – HDAs & Unreal, Environment & OTL, Poly Extrude & Z Scale
HOH #58 – Basic Retargeting (Unity and Unreal)
HOH #59 – KineFX and Vellum
HOH #60 – Scatter & Align, Layered Scattering, Scatter from a Library
HOH #61 – Collisions
HOH #62 – Renderman and SolarisUSD, LOPs Workflows
HOH #63 – Re targeting, Full body IK
HOH #64 – Unreal Plugin Updates Discussion
HOH #65 – Object Intersection Avoidance
HOH #66 – Houdini Tools for Education
HOH #67 – Preparing Colliders for Vellum Simulations
HOH #68 – Houdini for Realtime Destruction
HOH #69 – Using 3rd Party Tools With Houdini
HOH #70 – Solaris in Production and Education Discussion
HOH #71 – Using compile blocks with for each loops
HOH #72 – Procedural Fish Generator
HOH #73 – Tree Workflows using SpeedTree & Labs; Preview of MoCap Course
HOH #74 – MaterialX
HOH #75 – Houdini 19 – Q&A and Teaching Talk
HOH #76 – Concepting Breakdown Elements, Research, Learn, Prioritize, Troubleshoot
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[SideFX] Houdini Insight – Houdini Office Hours – 2021 Sessions_Subtitles.7z
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