Nine BetweenFirstly, As I forgot to mention it in the video, please support the creator of the Angel Geometry used in the video. Just drop him a like or follow on Sketchfab:
Welcome back! Our sincerest apologies for being away for the last couple of months, however we're back for a long while. Our next installment in our Houdini tutorial series is this rain tutorial which was promised a while back. We go over popnet streams, collision behaviours and groups as well as how to construct a wetmap for the rain system.
This was suggested by 'Carte Blanche Channel' and 'Silks'. Thanks for the suggestion and if anyone else has any suggestions, please drop a comment and we'll take it into consideration.
As mentioned in the tutorial, we used a setup inspired by Ben Watts for our wetmap and that can be found here:
Tutorial 3 - Rain Systems and Wet-MapsNine Between2018-09-27 | Firstly, As I forgot to mention it in the video, please support the creator of the Angel Geometry used in the video. Just drop him a like or follow on Sketchfab:
Welcome back! Our sincerest apologies for being away for the last couple of months, however we're back for a long while. Our next installment in our Houdini tutorial series is this rain tutorial which was promised a while back. We go over popnet streams, collision behaviours and groups as well as how to construct a wetmap for the rain system.
This was suggested by 'Carte Blanche Channel' and 'Silks'. Thanks for the suggestion and if anyone else has any suggestions, please drop a comment and we'll take it into consideration.
As mentioned in the tutorial, we used a setup inspired by Ben Watts for our wetmap and that can be found here:
facebook.com/NineBetweenHoudini is HIP - Part 19: Ocean Simulation IINine Between2024-02-20 | 00:00 Intro and Explanation 03:02 Flat Tank Example 08:35 Guided Ocean Layer 18:15 Simulation Meshing And Ocean Extension 23:45 Ocean Extended RenderingHoudini is HIP - Part 18: Ocean Simulation - SpectrumNine Between2024-01-31 | 00:00 Intro 01:20 Creating an Ocean Grid 04:52 Ocean Spectra Settings 12:08 Wave Instancing 20:15 Preparing to Render 21:50 Rendering Oceans with Karma 27:00 Settings Example and OutroHoudini is HIP - Part 17: Sparkling Water Project 3Nine Between2023-12-27 | bit.ly/carbonated_part3
00:00 Intro 01:07 Infinite Backdrop 03:55 Solaris Setup 05:54 Basic Materials 08:35 Light Improvements 11:00 Refractive Materials 18:16 Cleaning Geometry 20:25 Foam Rendering 23:45 Improving the Fluid Surface 25:50 Acceleration Blur 32:00 Adding Glass Imperfections 40:35 Final Improvements and Settings 45:10 OutroHoudini is HIP - Part 16: Sparkling Water Project 2Nine Between2023-12-18 | bit.ly/carbonated_p2
00:00 Intro 00:42 Reference Material Analysis 03:00 Collider Corrections 05:30 Fluid Simulation Adjustments 06:00 Time, FPS and Age 11:30 Reaping Foam Particles 18:50 Setting up the Final Simulation 21:00 Simulation Caching and Compressing 26:00 FLIP Concepts Revision 31:30 The ID Attribute 37:20 Bubble Scaling 43:13 Bubble Culling 48:00 Fluid Meshing with Bubbles 54:00 Creating a Foam Volume 1:01:30 OutroHoudini is HIP - Part 15: Sparkling Water ProjectNine Between2023-11-29 | 00:00 Intro 01:30 Glass Setup 05:37 Fluid Sourcing 09:23 Collider Geo Setup 11:09 Flip Solver Setup 16:19 Adding Colliders 22:00 Volume Loss Causes 27:00 Fixing Volume Loss 32:07 Particle Attributes 36:40 Viscosity Attribute 40:45 Density Attribute 46:30 Vorticity Attribute 49:50 Adding a Foam Group 56:50 OutroHoudini is HIP - Part 14: Flip Fluids INine Between2023-10-30 | 00:00 Intro 00:47 Lagrangian Solving 04:45 Eulerian Solving 08:36 Euler/Lagrange Solving 13:45 Flip Fluid Sourcing and Setup 22:18 Sticking on Collision 25:47 Continuous Particle Sourcing 29:44 Volume Sourcing 33:36 Particle Velocity 24:47 Custom Volume Velocity 40:10 Outputting Flip Fluids 43:30 OutroHoudini is HIP - Part 13: Destruction (RBD and Pyro)Nine Between2023-10-20 | 00:00 Intro 01:04 Asset Download 02:45 RBD Asset Setup 15:12 Affecting Glue Strength with VEX 18:31 Setting Up Deforming Colliders 24:05 Making Pieces Inactive 29:04 Debris Sourcing 32:45 Debris Particles 34:52 Debris Volume Simulation 38:24 Scene Setup and Materials 45:42 Lighting Setup 49:20 Separating Simulation Elements 52:08 OutroHoudini is HIP - Part 12: Pyro IINine Between2023-09-28 | 00:00 Intro 00:53 Setting Up Sources 10:11 Pyro Solver Setup 14:56 Temperature Settings and Shaping 17:18 Adding Velocity 19:58 Caching The Simulation 24:35 Pyro Bake and Rendering 33:30 Pyro Presets Explanations 41:40 OutroHoudini is HIP - Part 11: Pyro INine Between2023-08-25 | 00:00 Intro 01:45 Volume Basics 08:50 Pyro Solver Setup 13:08 Smoke Shaping 16:05 Attributes to Volumes 23:10 Using Temperature 26:45 OutroHoudini is HIP - Part 10: Destruction IINine Between2023-08-23 | 00:00 Intro 00:50 Recap of RBD Concepts 04:28 RBD Simulation Points 06:35 Saving Simulations to Disk 10:00 Efficient Caching Techniques 12:23 Rendering RBD Simulations 16:08 Using the Inside and Outside Groups 19:34 Basic Lighting and Cameras 23:20 Velocity Blur for RBD 25:27 Outro3D USD Masterclass: Scene Assembly and RenderingNine Between2023-07-31 | File Download: bit.ly/annotated_files
This series is a condensed version of a workshop which we taught in London for SideFX Houdini. Scene assembly and rendering are undergoing a major shift due to new advancements in the frameworks that we have access to. Since Universal Scene Description (USD) became open-source in 2016, studios have been hesitant to pick it up due to it being a new technology. However, as it has become stable and well documented, many studios are now making the move towards USD based workflows. Of the toolsets which allow the use of USD, Solaris is one of the most advanced and well put together. In this series, we will be exploring how to use USD through Houdini's Solaris toolset. Additionally, you will learn how to use MaterialX and Karma.
This series is up for free thanks to SideFX, a huge thanks to them for supporting this content.
00:00:00 Intro 00:02:20 Navigation 00:12:09 USD and Solaris 00:17:42 USD Files 00:26:30 Importing to the Stage Network 00:45:46 Scene Assembly in Solaris 00:56:39 A Quick Word 00:56:58 The Component Builder and Variants 01:17:46 Instancing and Layout 01:34:08 Building Material X Shaders 01:49:33 Attribute Import and Primvars 01:56:44 Material Edits 02:03:02 Simulation Imports 02:11:38 Material X Volumes 02:18:36 Light Mixers and Snapshots 02:25:30 Camera and Render Settings and AOVs 02:39:18 USD Layers 02:47:40 OutroHoudini is HIP - Part 9: DestructionNine Between2023-07-14 | 00:00 Intro 01:25 Points and Constraints 03:20 Packed Geometry 07:55 Methods of Packing 09:29 Fracturing Geometry 12:12 Creating an RBD Simulation 17:42 Constraints 20:35 Proxies 22:42 Adding Sources 26:00 OutroHoudini is HIP - Part 8: Vellum II - Cloth, Soft Bodies and FluidsNine Between2023-07-03 | 0:00 Intro 01:26 Cloth Simulations 09:30 Strut Soft Body Simulations 13:27 Tetrahedral Soft Body Simulations 16:33 Deforming Original Geometry 23:15 Vellum Fluids 30:11 Two-way Vellum Interaction 36:10 Collider Revision 40:00 Mini-Project and OutroHoudini is HIP - Part 7: Vellum I - BasicsNine Between2023-05-24 | 00:00 Intro 00:57 Solvers Explained 06:07 Creating Grain Sources 09:42 The Vellum Solver 12:30 Grain Settings 18:16 Clustering Points 19:20 Adding Glue Constraints 24:21 Adding Colliders 26:23 Faking Higher Resolution 30:00 OutroHoudini is HIP - Part 6: Particle SimulationsNine Between2023-05-17 | Download the file used to render the sequence shown in the video: bit.ly/spark_file
00:00 Intro 01:25 Animating Geometry 05:04 Creating a Particle Network 08:50 Adding Forces and Colliders 11:54 Refining the Simulation 13:45 Creating Sparks on Collision 21:21 Adding pscale 24:34 Setting Up the Stage Level 27:35 Scale, Color and Velocity 39:34 Preparing the Final Render 47:00 Final Render and OutroHoudini is HIP - Part 5: Live Action and Solaris Scene LayoutNine Between2023-04-26 | Welcome to Houdini Is Hip! This is part 5 of the series. In this series, we are going to be looking at how to use Houdini to create incredible 3D graphics and effects. Not only will we be looking at full CG applications for it, but also at how we can use Houdini for adding VFX elements to live action plates.
In this part, we are looking at how to render inside of Houdini using its native renderer – Karma, using Solaris for our scene assembly. We are also looking at how to work with live action footage.
00:00 Intro 02:30 Introduction to Solaris 04:50 Importing into Solaris 08:20 Adding Lights and Cameras 09:56 Multiple Light Setups 13:45 Adding Materials In Solaris 18:20 Rendering in Solaris 20:18 Live Action Workflow 31:20 OutroHoudini is HIP - Part 4: RenderingNine Between2023-03-30 | Welcome to Houdini Is Hip! This is part 4 of the series. In this series, we are going to be looking at how to use Houdini to create incredible 3D graphics and effects. Not only will we be looking at full CG applications for it, but also at how we can use Houdini for adding VFX elements to live action plates.
In this part, we are looking at how to render inside of Houdini using its native renderer – Karma.
00:00 Intro 00:28 The Plan 02:30 Preparing the Scene 04:10 Adding a Camera 05:40 Adding Lights 06:50 The Karma Node 10:10 The Karma Viewport 11:30 Light Settings 12:10 Creating and Assigning Materials 21:25 Revisiting the Coconut Generator 25:10 Adding other Materials 27:10 Messing Around 28:45 Rendering an Image Out 31:40 OutroWhat are Attributes? - Speedy HoudiniNine Between2023-03-20 | In this video, we're briefly covering the topic of Attributes. In Houdini, we work with the flow of data through chains of nodes. This data is often carried as attributes on geometry. Attributes are how we describe geometry. Is something red? Is it falling or rising? Is it pointing up or down? All of these questions can be answered by using attributes.What are Vectors? - Speedy HoudiniNine Between2023-03-09 | In this video, we're briefly covering the topic of Vectors. In mathematics, vectors are used for representing values which are comprised of a magnitude and a direction. In this video, we explain magnitude and direction and how it is used inside of Houdini for various workflows.Houdini is HIP - Part 3: Geometry and ObjectsNine Between2023-03-06 | Welcome to Houdini Is Hip! This is part 3 of the series. In this series, we are going to be looking at how to use Houdini to create incredible 3D graphics and effects. Not only will we be looking at full CG applications for it, but also at how we can use Houdini for adding VFX elements to live action plates.
In this part, we are looking at how to create objects and geometry as well as how to work between objects. We are also looking at how to work with attributes in Houdini.
00:00 Intro 01:43 The Geometry Node 03:33 Level 1 - Basic Donut 12:10 Coconut Generator 27:32 Level 2 - Spiral Donut 39:25 OutroHoudini is HIP - Part 2: The BasicsNine Between2023-02-16 | Welcome to Houdini Is Hip! This is part 2 of the series. In this series, we are going to be looking at how to use Houdini to create incredible 3D graphics and effects. Not only will we be looking at full CG applications for it, but also at how we can use Houdini for adding VFX elements to live action plates.
In this part, we are looking at how to install Houdini, navigate the software, and understand how it is structured.
00:00 Introduction to the Series 01:00 Houdini Licensing 03:52 Installing the Houdini Launcher 04:45 Installing Houdini 06:47 Navigating Houdini 15:17 Creating Objects 19:03 The Geometry Level 20:22 Adding Nodes 22:41 Proceduralism 25:40 OutroWhat are Voxels? - Speedy HoudiniNine Between2023-02-10 | In this video, we're briefly covering the topic of Voxels. In computer graphics, voxels are used for various purposes. In Houdini, we use them for volumes. Understanding what they are, helps us utilize them to their fullest.Animated Instances using Solaris and Variants: Instancing Part 3 - Handy Houdini TipsNine Between2023-02-08 | When instancing, most cases will require static geometry for things like trees, shrubs, rocks etc. However, in certain cases, animated instancing is required. A major part of animated instancing is offsetting the animation based on the particular use case. This part explores how to create offset, animated instances using the Solaris instancer node.
00:00 Intro 01:00 Killing Flowers with Vellum 03:13 Instancing Points Setup 04:15 Creating a Name Attribute 08:13 Variant Generator 16:08 Using Animated Instance USD FileHoudini is HIP - Part 1: What is VFX?Nine Between2023-02-02 | Welcome to Houdini Is Hip! This is part 1 of the series. In this series, we are going to be looking at how to use Houdini to create incredible 3D graphics and effects. Not only will we be looking at full CG applications for it, but also at how we can use Houdini for adding VFX elements to live action plates.Instancing Variation and The Solaris Instancer: Instancing Part 2 - Handy Houdini TipsNine Between2022-12-16 | In this part we are looking at the attributes required for instancing and copying with a focus on variation. For this we are starting with the basics of using attribute noises and then going more in depth with indexing attributes and Solaris instancing.
00:00 Intro 01:00 Setup 03:00 Point Scattering 04:45 Basic Attribute Variation 09:30 Solaris Instancer Basics 13:05 Index/Species Attributes 18:43 Solaris Collections and Indexed Instancing 22:28 Overview of Indexed Instancing 24:12 Practical Example - Xiaomi Project 24:45 OutroUsing VFX to become a Pumpkin Crime BossNine Between2022-11-15 | Two weeks ago, we put together a little Halloween inspired video. This is how we used different VFX and 3D software to turn me into a Jack-o-lantern crime boss.
The software used in this video is:
Sidefx - Houdini (simulations and scene assembly) Redshift (rendering in Houdini) Karma (rendering in Houdini) Blender (pumpkin modelling) Substance Painter (texturing) SynthEyes (camera and object tracking) Nuke (compositing and color correction) Davinci Resolve (final grade)Orientation Attributes: Instancing Part 1 - Handy Houdini TipsNine Between2022-11-09 | In this part we are looking at the attributes required for instancing and copying with a focus on orientation attributes. As such, we are looking at how to use the Normal attribute in conjunction with the Up attribute to generate correct orientations. Additionally, we will be looking at some useful quaternion workflows for generating orientations.
00:00 Intro 01:20 Setting up Normals for Orientation 03:08 Normal and Up Attributes Explained 05:24 The Orient Attribute 07:20 Rotating using Quaternions 09:50 Scatter and Align 11:45 Blending between Quaternions 14:51 Controlling Instancing Attributes 18:03 OutroJack-O-Lantern - Stingy Jack Halloween #shortsNine Between2022-10-31 | #shorts #halloween #creepy #spooky #dark #folklore #jackolantern #vfx #3d #movie #trailer #houdini #nuke #fusion #movie #horror #villainBest Way to Create and Cache Colliders - Handy Houdini TipsNine Between2022-10-19 | In this Handy Houdini Tips, we are looking at the best way to cache out colliders for your simulations and make huge time savings with this simple technique. We also compare another method for caching and loading simdata files. If you're in a rush, use the timestamps to get only the information you need. If you wanna watch the whole thing, cool.
00:00 Intro 00:54 Collider Overview 02:15 Caching Collider Simdata 05:08 Reading Collider Simdata 07:17 Best Way to Create Colliders (Proxies) 10:05 Comparing Methods 12:15 Overview of How to Create Proxies 13:12 Outro
I hope this helps you! Be sure to leave a like and consider becoming a member.Save a VFX ArtistNine Between2022-10-17 | ...Attribute Transfer, Attribute Copy and ID Attributes - Handy Houdini TipsNine Between2022-10-12 | In this short Houdini tutorial, we are looking at the differences between the attribute copy node and the attribute transfer node. We are looking at how these two nodes function and what are some use cases for each. Additionally, we look at using ID attributes in Houdini to relate seemingly unrelated geometry.
00:00 Intro 00:15 Houdini Setup 00:47 ID attributes 01:35 Scale Attribute 03:24 Random Point Colors 04:16 Attribute Transfer 05:04 Attribute Copy 06:39 Use Cases 08:06 Outro
#houdini #houdinitutorial #houdinifx #3d #vfx #cgi #learnThe Boys are Back in TownNine Between2022-10-07 | We're back!
All new content from next week.Nine Between Live Stream 1: Loki Prune Effect Full Stream (Loki Spoilers)Nine Between2021-07-26 | In this live stream, we're going over how to go about recreating the prune effect from Disney's 'Loki'. There are three main components in this effect. First is the disintegration, next is the inner cosmic volumetric, finally, there is the particle edge. We'll cover all of it.
Stream is going live on July 26th at 16:00 UTCTest StreamNine Between2021-07-25 | Breaking everything now so it hopefully doesn't break later. Hopefully...Nine Between Live StreamNine Between2021-03-28 | ...Mardini - Tips for Creating Great Daily ArtworkNine Between2021-02-26 | 0:00 Mardini Announcement 1:28 Tip 1 - Planning 5:40 Tip 2 - Start Simple 7:40 Tip 3 - Ignore the Unnecessary 9:30 Tip 4 - Use the Power of Houdini 14:12 Tip 5 - Fake Dynamics 19:13 Tip 6 - Speed Up Renders 25:00 Outro
Last Year's Houly Competition: sidefx.com/community/houly-daily-challengeVEX Isnt Scary Project - Part 4: RenderingNine Between2021-02-13 | Welcome to 'VEX Isn't Scary'! This is a continuation of the 'Houdini Isn't Scary' series and covers how to code in Houdini and use that code to drive your 3D work. This was only available on Patreon but was brought onto the public domain by SideFX. Now, it is available here on our channel so that you can easily access it.
In this final part, part 10, you will be adding materials to the geometry that was generated in the previous part, setting up lights and cameras and finishing up the geometry for this project. As part of that, you will be taking the attributes from the SOP level into your materials to be used at render time.
If you've gotten this far, please send us a render of your project, we'd love to see it! You can tag us on Instagram @nine_between
Thanks for watching, and best of luck in your future projects!VEX Isnt Scary Project - Part 3: GeometryNine Between2021-02-12 | Welcome to 'VEX Isn't Scary'! This is a continuation of the 'Houdini Isn't Scary' series and covers how to code in Houdini and use that code to drive your 3D work. This was only available on Patreon but was brought onto the public domain by SideFX. Now, it is available here on our channel so that you can easily access it.
In part 9, you will generate geometry using basic SOP techniques as well as by using useful pieces of VEX code that can be used in other projects to add functionality to existing projects. This includes insetting faces using normals, adding rotation using the 'orient' attribute and setting point groups from a wrangle.VEX Isnt Scary Project - Part 2: Point GenerationNine Between2021-02-11 | Welcome to 'VEX Isn't Scary'! This is a continuation of the 'Houdini Isn't Scary' series and covers how to code in Houdini and use that code to drive your 3D work. This was only available on Patreon but was brought onto the public domain by SideFX. Now, it is available here on our channel so that you can easily access it.
In part 8, you will be shown how the sine and cosine functions are used to calculate values from a given degree or radian value. Using this knowledge, you will be adding the main elements of the optical illusion and completing the movement behind the final effect.VEX Isnt Scary Project - Part 1: Line GenerationNine Between2021-02-10 | Welcome to 'VEX Isn't Scary'! This is a continuation of the 'Houdini Isn't Scary' series and covers how to code in Houdini and use that code to drive your 3D work. This was only available on Patreon but was brought onto the public domain by SideFX. Now, it is available here on our channel so that you can easily access it.
In part 7, we begin on a VEX project. It's time to put everything that we've learned to good use! We will be creating an effect based on the 'Tusi Couple'.
Link to the @numberphile Video: youtube.com/watch?v=snHKEpCv0HkVEX Isnt Scary Part 6 ClarificationNine Between2021-02-09 | Welcome to 'VEX Isn't Scary'! This is a continuation of the 'Houdini Isn't Scary' series and covers how to code in Houdini and use that code to drive your 3D work. This was only available on Patreon but was brought onto the public domain by SideFX. Now, it is available here on our channel so that you can easily access it.
In part 6, we clear up some common issues you may come across. You will learn about some of the areas that you may be uncertain about. This includes the way variables function within conditionals, how else-if statements can act as switch cases, how detail attributes can control geometry independent values and how you can control your geometry and renders with common attributes.VEX Isnt Scary - Part 5: LoopsNine Between2021-02-08 | Welcome to 'VEX Isn't Scary'! This is a continuation of the 'Houdini Isn't Scary' series and covers how to code in Houdini and use that code to drive your 3D work. This was only available on Patreon but was brought onto the public domain by SideFX. Now, it is available here on our channel so that you can easily access it.
In part 5, we explore more of the conditionals – loops. Loops are useful for running over multiple instances of something or for repeating code under particular conditions. Here we break down how the For-each, For and While loops work at their core. You will learn about when to use each one, and end with creating a basic infection solver.VEX Isnt Scary - Part 4: Channel FunctionsNine Between2021-02-07 | Welcome to 'VEX Isn't Scary'! This is a continuation of the 'Houdini Isn't Scary' series and covers how to code in Houdini and use that code to drive your 3D work. This was only available on Patreon but was brought onto the public domain by SideFX. Now, it is available here on our channel so that you can easily access it.
In part 4, we go over Channel Functions. Channel Functions are special functions that Attribute Wrangle recognizes. You can create UI tools such as sliders, text-fields and ramps (to name a few). You will understand the common way to create a Channel Function as well as how to edit the parameter interface to better reflect the type of data you need. We also further explore another global variable - @Time.VEX Isnt Scary - Part 3: FunctionsNine Between2021-02-06 | Welcome to 'VEX Isn't Scary'! This is a continuation of the 'Houdini Isn't Scary' series and covers how to code in Houdini and use that code to drive your 3D work. This was only available on Patreon but was brought onto the public domain by SideFX. Now, it is available here on our channel so that you can easily access it.
In part 3, we go over Functions. Functions are pieces of code that you can call upon to shorten your code and make your life easier. They are a core part of VEX and can be used for a wide variety of actions. In this part, you use a few functions including set( ), rand( ) and removepoint( ). You will also learn about geometry handles and the existence of global variables such as @Frame.
Hope you enjoy!VEX Isnt Scary - Part 2: ConditionalsNine Between2021-02-05 | Welcome to 'VEX Isn't Scary'! This is a continuation of the 'Houdini Isn't Scary' series and covers how to code in Houdini and use that code to drive your 3D work. This was only available on Patreon but was brought onto the public domain by SideFX. Now, it is available here on our channel so that you can easily access it.
In part 2, we go over conditionals. This lesson reiterates a lot of what we covered in Part 1 but now with the inclusion of Conditionals. Conditionals let you control the logical flow of the code. You will explore the anatomy of an if-statement and how you can use conditionals to do things that are difficult to do with any other node in Houdini.
Hope you enjoy!VEX Isnt Scary - Part 1: BasicsNine Between2021-02-04 | Welcome to 'VEX Isn't Scary'! This is a continuation of the 'Houdini Isn't Scary' series and covers how to code in Houdini and use that code to drive your 3D work. This was only available on Patreon but was brought onto the public domain by SideFX. Now, it is available here on our channel so that you can easily access it.
In part 1, we go over the basics. Gain a broad overview of what VEX is, how it works and the terminology that is necessary to understand it. Learn some basic coding using the Attribute Wrangle node then tackle variables and initialization as well as the necessary conventions that are used in VEX.
Hope you enjoy!VEX Isnt Scary Announcement - FREE VEX Tutorials Now AvailableNine Between2020-09-15 | Hey, we're happy to announce that "VEX Isn't Scary" is now available to the public! The first half of the series has been released and is available on the official SideFX website and their Vimeo channel. Feel free to check it out now:
Welcome to the Houdini HOULY Challenge Series! I am attempting to make a video every day for the next 31 days showing how I am creating my daily HOULY Challenge entries for the contest being held by SideFX. These are not tutorials, they are walk-throughs/time-lapses.
All work is done in Houdini and rendered in Redshift by Moeen.
Check out the entries on Instagram using the #houly2020 tag.HOULY Challenge - Day 26: Metallic (31 Days of VFX)Nine Between2020-08-21 | All unedited .hip files available here: bit.ly/hipfiles
Welcome to the Houdini HOULY Challenge Series! I am attempting to make a video every day for the next 31 days showing how I am creating my daily HOULY Challenge entries for the contest being held by SideFX. These are not tutorials, they are walk-throughs/time-lapses.
All work is done in Houdini and rendered in Redshift by Moeen.
Check out the entries on Instagram using the #houly2020 tag.HOULY Challenge - Day 25: Underground (31 Days of VFX)Nine Between2020-08-16 | All unedited .hip files available here: bit.ly/hipfiles
Welcome to the Houdini HOULY Challenge Series! I am attempting to make a video every day for the next 31 days showing how I am creating my daily HOULY Challenge entries for the contest being held by SideFX. These are not tutorials, they are walk-throughs/time-lapses.
All work is done in Houdini and rendered in Redshift by Moeen.
Check out the entries on Instagram using the #houly2020 tag.