Manipulate Height Fields with Volume VOP's in Houdini
Volume VOP’s (visual operators) are extremely powerful! Volume VOP’s like any other VOP nodes in Houdini is multi-threaded and all operations are run in parallel utilizing all the cores in your computer. Fast and flexible, who could ask for more?
PointVOP Basics in Houdini
Everything inside a VOP (visual operators) node is multi-threaded and makes use of the multiple cores in your computer. You are given a wide range of attributes that inherit the values from the connected parent node, which can then be used for further manipulation inside the Point VOP node.
Math behind the Mask by Feature Ramp Remapped Values
This is an explanation of the math behind how the Height Ramp in the Height Field Mask by Feature node in Houdini is calculated.
Building Terrain with Height Fields in Houdini
Houdini’s Seamless Integration with Height Fields. The Height Fields fit in very nicely with the rest of Houdini’s infamous simulation tools. I can create a random test terrain within a minute and then use it for fracturing in a destruction simulation right away.
Volume, Core Concepts in Houdini
Core concepts for Volumes. How exactly is volumes made up of voxels? How can you picture it? If you’re new to volumes, this is a great refresher.
Volumetric Scattering in Houdini & Redshift
Guide through Light Parameters & Redshift Render settings for Volumetric Scattering in Houdini scenes.
"set_density" Deep Dive into the Math Behind It
This post explains a specific node, “set_density” and how the math works in calculating the density attribute. I’ll try to explain the math behind it and how the node works.
FLIP sim & Whitewater | Quick Tip on Houdini's Shelf Tool
Create whitewater on FLIP Fluids with a few mouse clicks using Houdini’s Shelf Tool!
Redshift Volume Material in Houdini
Rendering volumes in Houdini. Learn how to setup a Redshift volume material and use volume primitives to drive the material renders.
SideFX Siggraph 2019
SideFX’s Siggraph 2019 presentation was held in Los Angela’s on July 30, this past Tuesday at the time of writing this. SideFX announced Solaris to the public and mentioned many impressive updates that out coming out to Houdini in the upcoming release. In Houdini 18, we’re going to get a new context window that will take advantage of USD (Universal Scene Description) and a new CPU renderer named Karma replacing Mantra.
Ocean Geometry in Houdini
Houdini probably out done themselves with the set of Ocean tools in the software. You can create very decent ocean surface geometry with just 3 nodes! And the default settings produce pretty good results. It even gets better, it’s so fast!
Trochoidal, the Shape of Ocean Waves
Ocean waves seem like it moves up and down along the water, but the fact is that water moves in a circular motion in the shape of trochoidal wave. There are many things in life derived from the trochoid, like spiral stairs, screws, springs, and DNA helix diagrams.
Quixel with Houdini & Blender
Introduction to Quixel’s products and sharing some of my personal experiences.
Light Maps to Boost Rendering Performance
If you’ve ever tried rendering a 3min animation scene in 1080p at 30fps on a relatively good PC setup you’ll understand how long it takes. You will love light maps! Light maps boost the rendering performance by huge margins!
CG Landscape Generation
Gradual improvements in my CG landscape created in Houdini and rendered with Redshift. You can see 7 versions of my landscape and demonstrates how I improved it slowly after every version.