All posts tagged: Tutorial

Quick VDB Clouds

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After being asked how to create clouds for rendering in Octane (or any other Engine that supports VDBs) we dove into that topic a bit and the quickest way we found was to use the cloud tools that Houdini provides.

Naive Path Finding

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This one is a rather brute force approach for a problem we had to solve on a recent job: Finding a path through a bunch of obstacles. Admittedly what we implement here isn’t a very sophisticated algorithm, but its power lies in its simplicity: It will find a path as long as it’s got enough points available.

Custom Particle System in VEX

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Dobromir of Inlifethrill Designs asked us how we’d go about recreating this. And as I’m quite untalented with Houdini’s particle system, I turned to VEX to create this custom particle system in which individual particles attract each other.

Colored Trails (Point Advection & Rendering)

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One of the great things about the Houdini community is that we’re always confronted with clever questions and with clever answers too. “How do I color strands using an image’s color palette?” was the comment on Vimeo that led to this setup. Yet when talking about coloring polylines we also need to discuss rendering them.

Differential Mesh Growth

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As some of you already found out, it is quite possible to set up differential growth not only on a line but also on a mesh. This tutorial goes into the details of doing exactly that while allowing for some degree of art-directability (is that even a word?) of the growth patterns.

Differential Line Growth

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This is a classic effect in Houdini. I stumbled upon it over at Odforce. As you will see from that thread there are many elaborate ways of achieving this kind of growing curve. However we’re gonna build a very simple version which yet offers a nice way of controlling growth by passing along values from a noise field. Hope you have fun!