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Delicious Textures with Adobe Substance Painter & Houdini!

In this video, I'm going over a few techniques of texturing to get you realistic and high quality details in your assets. Then I'll render it in Houdini with Karma renderer. I'll go over Image Projection Painting, Photogrammetry, Substance Painter, and tips on when to use Image Projection vs Photo scanning for different types of projects.

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Create a UE Playable Character with Houdini Animations

In this session, I'll demonstrate how to export a character rig from Houdini into Unreal Engine and replace the default mannequin playable character in UE with our custom character rig. I'll export the procedural animations from Houdini into UE and the whole process doesn't require retargeting because the skeleton rig was created from scratch in Houdini!

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Is Houdini catching up to Maya? APEX vs the King of Animation

I've been playing around with Houdini 20's new APEX feature ever since I tried out the chicken rig that was made with APEX (one of SideFX's APEX demo projects). APEX is very powerful! I was already obsessed with KineFX in Houdini, APEX is like the cherry on top of the ice cream, completing the whole animation job. What I use to try to do in KineFX is now very simple and easy in APEX. Join me in a Live Stream and I'll show you what I've learned and what NOT to do when dealing with APEX. I'll also show you what I've been working on, brushing up some of my zbrush sculpting skills and rigging it in Houdini with KineFX and building Control Rigs using APEX! Then add simulations just because we can!

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Water Rendering in Karma

I'll be exploring some of the things I've learned rendering water in Karma and sharing some fun facts with MaterialX (mtlx) & VEX shaders in Houdini. I'll also go over the Chicken rig found on SideFX's Content Library just for fun. This will be a casual live stream and a bit of a teaser for the upcoming long form video on rendering water in Karma that I'm currently still preparing.

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Houdini's Karma Material Generator - A Game Changer

Releasing my Houdini HDA Karma Material Generator Tool! This changed my workflow and allowed me to work more efficiently. I don't have to bogged down by creating tedious Karma Materials over and over again, literally just feeding image filepaths into Karma material parameters again and again. If your scene has 1 or 2 materials, it won't seem much of a hassle, but when your scene grows larger and you find yourself creating dozens of materials, you'll find this HDA very handy and a HUGE time saver!

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Intro to Karma Materials for Beginners in Houdini

Diving into the meat of Karma and creating different types of materials. I go over the basics of Karma materials and how to setup easy PBR texture materials to get you the photorealistic results quickly using textures! I'll also go over how to setup BSDF materials in Karma and volumetrics.

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Intro to Karma and Solaris in Houdini

I finally got into Karma and it's really fast! The only thing that was ever holding me back from learning Karma was I didn't understand how Solaris worked, but I finally got over that and it feels great! It's so sweet to create things in Houdini and just render it out in the same application. I don't need the hassle of exporting the geometry to another app and debug all those exporting issues. And after doing a lot of test scenes with Karma, I am very impressed! Everything looks really good!

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Intro to MetaHuman in Unreal Engine & Houdini KineFX for Animation

In this video, I'll go over some basics of Epic Games' MetaHumans, more of an introduction showcasing the features and existing products that augment the MetaHuman animation for ease of use and performance. I start off by showcasing a short animation video I did using MetaHumans and breakdown on how I did it and what tools I used. This is where I feel Unreal Engine and Houdini will shine when used together.

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Getting into Unreal Engine 5 with Houdini - Technical VS Artistic Choices

In this video, we'll look more into Unreal Engine 5 and see how quickly it is to setup a themed background that's ready for lookdev for the main star of the show. I'll explore different design decisions we make in Houdini when creating digital assets to be used in UE 5. We need to keep in mind what we're creating and who will be using the asset when deciding which parameters to expose from Houdini to UE.

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Houdini to Unreal Engine 5 - Transferring Assets

In this video, I go over some basics of how we can use the HoudiniEngine to get our Houdini made assets over into UE 5. This is a quick start and I'll be focusing some of the time describing how to create a HDA in Houdini and bringing that over to UE 5. And I'll be going over some really basic UE 5 User Interface for those Houdini users that are just getting into UE.

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Crowds Basic Concept #6D - VEX in Crowd SIM

This is the last video in Concept 6! But there will be more Crowd Simulation Concept videos to come soon! I'm going to take a short break from Crowds just for the next video because Concept #6 took a lot out of me, but I'll be back with Concept 7 very soon! In this video, I finally dive into some simple VEX in Crowds and demonstrate how to do simple calculations during runtime to dynamically guide your Crowd agents. These techniques can be used in your own Crowd scenes in different ways and I hope you'll find the stuff useful in your own projects!

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