Houdini
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Helsinki FI   17, Oct — 25, Oct
Minsk BY   17, Oct — 19, Oct
London GB   22, Oct — 23, Oct
Singapore SG   23, Oct — 25, Oct
Paris FR   24, Oct — 27, Oct
Latest comments
by Nils Arenz
3 hours ago

@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.

by Anthony Thomas Gaines
6 hours ago

Is this not like gear VR or anything else

by Starkemis
8 hours ago

Thank you!

Houdini
Content
Tools
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Houdini combines superior performance and dramatic, ease-of-use to deliver a powerful and accessible 3D animation experience to CG artists creating feature films, commercials or video games. With its procedural node-based workflow, Houdini lets you create more content faster to reduce timelines and enjoy enhanced flexibility in all your creative tasks. Houdini is ideal for modelers, lighters, character riggers and animators to use on its own or as a layout and lighting tool for visual effects created in Houdini FX.

Modeling

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Houdini includes a wide variety of polygon, NURBS and subdivision surface modeling tools. Procedural techniques can be used to maintain a robust construction history and to create complex models such as environments.

Beyond Construction History. As you work interactively in the viewport, Houdini creates networks of nodes to keep track of all your modeling actions. Houdini efficiently manages the nodes to make sure you are working efficiently. Easily copy and paste parts of the node network into new networks to accelerate work. This lets you freely revise parameters on your nodes, branch off to explore new ideas or set up switch nodes to compare topologies while continuing to maintain a high level of productivity.

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Big Hero 6 © Disney, 2015

Build Environments That Grow. To model CG environments piece by piece can be a daunting task for a modeler. With Houdini, you can set up procedural networks that build environments out of a smaller kit of parts. Once the system is in place, you can easily add randomness, paint specific features such as height and scale, and eventually grow the solution to any size. In production, you can even use low-resolution pieces to set up your model then swap them out at render time for added levels of efficiency.

Clean Geometry. Building a model is one thing. Building a model that animates, renders or exports properly to a game engine is a different matter altogether. Houdini give you low-level access to every aspect of your geometry and provides procedural techniques for making your geometry production-ready. Create clean, adaptive geometry from complex or messy inputs then optimize your poly-count or even create LOD ( Level of detail ) geometry for realtime gaming engines.

Cloud FX and Volumes

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Book Of Life © Reel FX, 2015

The Cloud FX tools offer an artist-friendly way of building, sculpting and rendering cloud formations. This workflow utilizes sparse volume sculpting tools created as part of the OpenVDB open source initiative.

Cloud FX Tools. As you work interactively in the viewport, Houdini creates networks of nodes to keep track of all your modeling actions. Houdini efficiently manages the nodes to make sure you are working efficiently. Easily copy and paste parts of the node network into new networks to accelerate work. This lets you freely revise parameters on your nodes, branch off to explore new ideas or set up switch nodes to compare topologies while continuing to maintain a high level of productivity.

Houdini Volumes. Houdini Volumes utilize a constant tile compression scheme that is good for holding dense volumes with continuously varying values such as fire and wispy smoke or continuously varying Signed Distance Function SDF fields.

OpenVDB. Fully integrated into Houdini, OpenVDB is an open source C++ library comprising a novel hierarchical data structure and a suite of tools for the efficient storage and manipulation of sparse volumetric data. It is developed and maintained by DreamWorks Animation for use in volumetric applications typically encountered in feature film production.

Animation

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Ambition © Platige Image, 2015

Houdini has an animator-friendly workflow which includes a channel editor, dope sheet and interactive timeline. Set keyframes on any parameter or use Houdini’s Advanced Motion-editing tools for even more control.

Animator-Friendly Workflow. Animators can easily set keyframes on selected objects then edit the results in either the timeline, channel editor or dope sheet. Channel groups can be created and pinned to make it easy to set many keyframes on multiple parameters to block out motion. Houdini has other animator-friendly tools such as Heads up display (HUD) handles that provide quick access to key parameters.

Channel Editor. Powerful channel editing tool for easily adding and modifying keyframes quickly and easily. Supports channel editing, dope sheet and a keyframe expression spreadsheet view for complete control over your channels. Animation Time Groups an be set up in the Channel Editor to manage key poses in your animation. You can bind keys to a Time Group handle and label the vertical bar handle.

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The Amazing Spider-Man 2 © Sony, 2015

Channel List. Use the channel list pane to work with individual channels or organize your channels in to groups to pin animation curves in the channel editor. Channel groups work with the dope sheet to give you the ability to easily re-time and rework channels inside groups.

Flipbook Blocking. Houdini’s flipbook can be set up to only play back frames where your character has been keyframed. The flipbook plays back in real-time and holds the frames based on their proper timing. Animators can then quickly move the frames around in the flipbook to adjust the timing then export the results back into the 3D scene. A real time-saver on the production floor.

Character Rigging

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Killzone: Shadow Fall© Guerrilla Games, 2015

From cartoon characters that squash and stretch to hyper-realistic digital creatures, character rigs continue to get more and more sophisticated to meet the growing expectations of audiences. Houdini provides a robust character solution that can be used as part of a visual effect or as a larger animation pipeline.

Robust Rigging Tools. Full set of interactive rigging tools for building characters from scratch including a choice of multiple inverse kinematic, forward kinematic and no kinematic solvers. Constructing bone chains then paint and modify skin weights. Choose between bone or muscle-based deforming your skin.

Character Assets You Can Rely On. Characters in Houdini are created as Digital Assets that encapsulates entire rigs inside an single asset with top level controls for the animators to work with. No need to wade through hundreds of objects to find where your animation lies. The animation channels reside on the top level node. Rig updates are easy to accomplish and completely reversible. Animation curves are persistent on the character asset. No fear of loosing a frame of animation when updating rig hierarchies since the animation lies at the top of the character asset.

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Express ©Transistor Studio, 2015

Auto Rigs Shelf Tools. Rapidly create character rigs using a wide variety of asset parts for a complete solution. Supports biped rigs and quadraped rig defaults or hook together any number of body parts. Quickly create mono-leg to multi-legged creatures with multiple sets of arms, spines, heads and more. Hook any part to any hook point on the rig as you build it procedurally.

Interactive Muscles And Skin. Multiple skinning methods from standard capture weighting, capture pill regions along with three different methods of muscles without having to bind the skin to the bones. Muscles are discrete skin deformers, not bound at all to the skin.

Lighting

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White House Down ©Prime Focus, 2015

Houdini’s lighting workflow provides a flexible and powerful environment for managing lights, building shaders and defining the look of a shot. Environment and GI lights work well with Mantra’s physically-based rendering.

Off-the-Shelf. Complete set of lights from point, area (sphere, disk, grid, any geometry), spot lights, geometry lights, volume lights for fire lighting effects, distant sun lights, Environment lights for support of spherical and cubic HDR images for Image Based Lighting (IBL), sky light with realistic sun model, GI light to seamlessly use photons to reinforce direct, indirect lighting and caustics, geometry portal lights for efficient rendering of interiors using HDR images and more.

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Frima Studios project© Frima Studios, 2015

Lighting Workflow. Full set of lighting tools including a render preview window, ipr render view with snapshots, object appearance tree view for quick assignment of materials to alembic and packed primitives, Light Bank and light linker panes to manage light linking to objects for diffuse, specular contribution and more. Full linear lighting and rendering support for many types of LUTs throughout the entire interface and viewer.

Alembic Support. Alembic scenes and Packed primitive archives work with the Data Tree view in either Object Centric or Light centric modes along with Packed Edit Geometry nodes to give you a lot of flexibility. Each Packed Edit node is used to assign level of detail for each object in the archives, assign shaders and also link lights to objects.

RENDERING

At the back-end of any CG project is where you render all your lights, geometry, and effects. With Houdini, you can rely on a robust built-in rendering solution called Mantra or full support for a wide variety of third party rendering options. Whatever route you choose, Houdini is the ideal environment for bringing together your render layers and reliably feeding the farm.

Production-ready Mantra. More and more studios are discovering the performance benefits of a Mantra render pipeline. With a strong shading language behind it and the ability to choose between micropolygon, raytracing or physically-based rendering, you will quickly learn how Mantra can benefit you. Unlimited Mantra tokens with either Houdini or Houdini FX makes this an even more attractive option.

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How To Train Your Dragon 2 ©DreamWorks, 2015

Top-notch RenderMan Support. With Houdini you will enjoy a tightly integrated interface to Pixar’s RenderMan® and RenderMan compliant renderers which includes a node-based RenderMan shader builder and support for test renders in the 3D viewport.

All Renderers Welcome. Houdini also provides integrated support for other thrid party renderers such as mental ray™ and Maxwell™. With Houdini’s new Python support you can easily write your own hooks for whichever renderer you prefer.

Compositing

Houdini includes a node-based compositor which is perfect for creating slap comps. Lighters can test out render passes before sending plates to artists working with other compositing apps.

Multi-threaded. Fully tile based threaded compositor with a full set of tools to create compositing effects with blurs, color correction, channel mixing and swapping, outlining, and more.

File Format Support. Support for a large number of image formats including OpenEXR2.0, various tiff formats, gif, jpeg and more.

Custom Filters. Construct your own composite image generators or filters using VEX/VOPs.

Articles
Videos
Questions
Still have questions?
Paul Ambrosiussen and SideFX have recently shared a new tutorial to the Detail Mesh HDA which allows users to project a detail mesh onto template geometry.

18 October, 2018

7 views
Thomas Francis showed how he created amazing real-time visual effects with the help of UE4 and Houdini.

18 October, 2018

222 views
Dávid Kerekes talked about some of the technical advantages Houdini gave to him while working on the virtual tracks for the mobile game Offroad Heat.

16 October, 2018

978 views
1 comments
The team of studio eXiin shared the story behind their beautiful game in development Ary and the Secret of Seasons and some parts of their workflow.

11 October, 2018

859 views
The new VELLUM multi-solver, Material-based Destruction Tools, erosion feature, 3ds Max plug-in and more from the newest release of Houdini 17 Banshee.

10 October, 2018

1341 views
Alex Stroukoff has shared a talk that he, Alejandro Martinez and Pascal Beeckmans gave at MIGS 2017 on using Houdini for the production of AAA mobile games.

7 October, 2018

937 views
Steven Knipping discussed the opportunities Houdini gives the artists and its development and also presented his useful Applied Houdini courses.

1 October, 2018

1582 views
Marina Alexandra Bade gave a talk on Shanty Town, her procedural environment tool for Unity with Houdini Engine. 

27 September, 2018

2458 views
1 comments
Dmitriy Baidachnyi & Luke Stafford talked about the technical side of gamedev covering Houdini and Substance Designer advantages and procedural workflows.

26 September, 2018

2072 views
Raju S has recently presented his amazing experiment with beach rendering which kind of makes you want to grab a towel and go sunbathing.

23 September, 2018

1261 views
Mederic Chasse, VFX Technical Director at Ubisoft, talked about the Real-Time VFX field, its main advances and development lags, future challenges and more.

20 September, 2018

2145 views
1 comments
Mike Stoliarov has shared an astonishing new 1,5- hour guide for Houdini users.

19 September, 2018

822 views
Øyvind Fiksdal shared the details of the procedural pipeline for building a house and a landscape in Houdini and talked about the advantages of the approach.

18 September, 2018

3241 views
3 comments
Jona Marklund did a breakdown of the indie shooter/platformer made with his friends in Unity: level design, shaders, gun effects and more. The game is free!

18 September, 2018

1061 views
The team of Dokai Tutorials has finally shared the second part of a tutorial, which gives more details on generating complex roads with the help of Houdini.

16 September, 2018

1575 views
Antonio Cappiello did a breakdown of his captivating Sci-Fi Portal made UE4, Houdini and Substance Designer within CGMA course FX for Games.

11 September, 2018

2000 views
Luiz Kruel from SideFX talked about Reality Capture plugin and other tools that help dealing with geometry, UV, baking, and export inside Houdini.

10 September, 2018

1362 views
Freek Hoekstra talked about his passion for Houdini and mindblowing experience of developing and promoting procedural methods for next-gen game development.

6 September, 2018

3548 views
3 comments
Paul Ambrosiussen created a tutorial, showing how you to project detail mesh onto template geometry with Houdini.

5 September, 2018

1169 views
1 comments
The wonderful guys from Dokai Tutorials have published the first episode of a tutorial, which helps you generate complex roads with Houdini.

4 September, 2018

1250 views
2 comments
Tyler Bay talked about the benefits of Houdini and introduced his useful Houdini for the New Artist tutorial that helps aspiring artists master the software.

30 August, 2018

1634 views
Greg Oleśniewicz shared his experience of taking CGMA course Introduction to FX in Houdini and showed the way he created awesome Tower Destruction simulation.

30 August, 2018

1409 views
SideFX teased PolyDraw, an upcoming tool for Houdini 17 that lets users draw geometry and build on either existing geometry or from nothing, in an empty scene.

28 August, 2018

1415 views
Senior Technical Artist Magnus Larsson talked about the way he sets up incredible destruction simulations in Houdini and exports them to UE4.

27 August, 2018

2991 views
1 comments
SideFX has recently announced that the Reality Capture plugin is ready for testing.

23 August, 2018

1331 views
Technical Artist Paul Ambrosiussen talked about the way effective game development tools for different software solutions are made.

23 August, 2018

3177 views
1 comments
Real-time VFX Artist Sjors de Laat kindly shared the way he works on awesome VFX: meshing, texturing, creating shaders and particle systems and more!

22 August, 2018

3710 views
1 comments
Nikolay Skolkov talked about his presentation that covers a few techniques for the incredible cinematics in Houdini: sandstorm, rust spreading, flakes and more.

18 August, 2018

2723 views
JC Cavadini shared his Houdini experience at CGMA course Introduction to FX with Houdini during which he mastered nodes and created a splendid water cascade.

17 August, 2018

2192 views
Check out a two-part tutorial to creating a procedural vein inside Houdini by Entagma.

10 August, 2018

1006 views
Joseph Triolo gave a little talk on the way you can set up nice smoke simulations with the help of Houdini and some other tools.

31 July, 2018

1332 views
1 comments
SideFX uploaded a new video showing how you can use the Houdini engine to build assets for Unity.

29 July, 2018

1404 views
The Go Procedural channel on Vimeo shared a video that shows ways five different independent studios use Houdini to save time on producing vast game environments.

27 July, 2018

1606 views
Paul Ambrosiussen has shared a new guide to using The Marmoset Toolbag ROP Houdini Digital Asset.

25 July, 2018

1082 views
Valentin Erbuke shared his first experience of creating an environment scene with Houdini, Maya and Quixel Megascans assets.

18 July, 2018

1584 views
Peter Sanitra shared how he created his awesome Tree & Soil animation in SideFX Houdini: realistic rigid bodies, pyro dust effect and more!

16 July, 2018

2991 views
1 comments
Andreas Glad explained some of the complex bits from his tutorial on paintsplat creation with Houdini and UE4.

11 July, 2018

2788 views
Théophile Lebeau shared his breakdown of creating a Forest biome with seamless photogrammetric textures and scans.

10 July, 2018

3968 views
5 comments
Check out the amazing talk from Greg Zdunek, talking about the way he creates outstanding realistic vegetation with the help of Houdini.

5 July, 2018

2686 views
1 comments
The Go Procedural channel on Vimeo has recently shared a recording of a talk by procedural technical artist Étienne Carrier from Houdini HIVE Utrecht 2018.

29 June, 2018

2343 views
2 comments
Anjeong Go did a great breakdown of level building tools, created in Houdini and used in UE4. They are aimed at creating efficient and variable maps for the games.

27 June, 2018

4266 views
3 comments
Manuel Tausch talked about some of the interesting things he teaches during his amazing courses, including “Intro to FX using Houdini” at CGMA.

25 June, 2018

3135 views
1 comments
Check out how Rudy Lamotte creates amazing large environments, filling it with trees, beautiful vegetation, and awesome atmospheric effects.

21 June, 2018

3900 views
The Houdini team and Sketchfab have revealed a new that allows users to export Houdini content directly to Sketchfab.

15 June, 2018

1007 views
Collin Harris shared an article on a way you can integrate the animated FBXs that Houdini exports into a more real-time solution.

8 June, 2018

1990 views
Yanni Tripolitis, a winner of Riot Creative Contest 2017 (Realistic VFX category) talked about his amazing entry created in Unreal Engine 4.

7 June, 2018

4478 views
Riley Miladi talked about some interesting ways she works with Houdini, including explosions, destruction simulations, and water effects.

5 June, 2018

2617 views
1 comments
The Go Procedural channel on Vimeo shared a new webinar that focuses on the simulation of pyro in Houdini.

1 June, 2018

1367 views
Luiz Kruel talked about some of the cool tools in Houdini, which are aimed at helping developers build video games faster and more efficiently.

29 May, 2018

2738 views
We've decided to prepare a report on an amazing presentation by Anastasia Opara that was held at the GDC 2018.

22 May, 2018

2450 views
Entagma has shared a new guide to generating pattern 3D sculptures inside Houdini.

7 May, 2018

1080 views
Andreas Glad and SideFX shared a new guide to generating projectiles in Houdini for Unreal.

29 April, 2018

2516 views
Have a look at a goodie called Physics Painter which lets users paint physics objects onto any other object, and simulate gravity.

23 April, 2018

1160 views
Raimondo Della Calce gave a detailed breakdown of the way he creates fantastic growing simulations in Houdini.

18 April, 2018

3122 views
1 comments
Looking for some top-notch educational content on Houdini?

13 April, 2018

1444 views
Kim Aava continues the dev story of Apex Construct, talking about the technical challenges of VFX, animation, and UI in VR games.

11 April, 2018

1687 views
1 comments
Entagma is back with another great Houdini guide.

2 April, 2018

1114 views
SideFX has shared a recording of a session by Paul Ambrosiussen from GDC 2018 that shows how you can mix Houdini and game development.

1 April, 2018

1894 views
Justine Pouyez shared some tips on the production of visual effects in Unreal Engine 4.

30 March, 2018

2542 views
Michael Pavlovich has recently shared a free series of short introductory videos on Houdini GameDev Tools.

28 March, 2018

1953 views
2 comments
Let's check out a session by SideFX and Alex Dracott about generating HeightField terrain textures in Houdini.

27 March, 2018

2218 views
A great book for artists, who want to get the basics of the Houdini package and stuff you can do with it.

16 March, 2018

4298 views
2 comments
A VFX artist Danil Krivoruchko gave a talk on his latest project 'Blindsight' and the way he's generating effects in Houdini.

2 March, 2018

2419 views
Anders Schei, an artist at DICE, has presented a new awesome tool which lets him easily generate different flowers inside Houdini.

2 March, 2018

1778 views
Jonathan De Blok has presented ProSequencer, a new script for Houdini.

1 March, 2018

1019 views
Check out a nice video guide by Entagma to learn the tricks and start to stitch.

27 February, 2018

985 views
1 comments
Wysilab has released the official version of its innovative terrain creation software, Instant Terra v1.0, available from the Wysilab website.

15 February, 2018

2179 views
4 comments
SideFX is getting ready for the third Houdini webinar on DOP solvers with Jeff ‘Old School’ Wagner.

13 February, 2018

1398 views
Paweł Rutkowski did a cool breakdown of his amazing scene, which was created with the help of Houdini software. 

12 February, 2018

4890 views
1 comments
Mark Elendt and Side Effects Software won an Oscar for 25 years of work on the program.

11 February, 2018

1126 views
The latest Houdini production build comes with new improvements to the licensing and render restrictions on Houdini Indie.

8 February, 2018

1336 views
Matt Schwartz shared some really cool techniques he uses to build an awesome 'constellation-like' VFX for Riot Creative Contest 2017.

6 February, 2018

5172 views
Check out a step-by-step guide from CG Record and Mike Stoliarov to generating flower blossoming effect.

4 February, 2018

1721 views
Check out another incredible Houdini tutorial from Entagma.

31 January, 2018

1337 views
1 comments
SideFX shared a new webinar that discussed the generation of good collision geometry for different DOP solvers in Houdini.

30 January, 2018

1482 views
Take a look at a new HDA called Mesh Tiler that takes a collection of meshes distributed on a planar surface and makes it tileable.

23 January, 2018

1332 views
SideFX is getting ready for another Houdini webinar with Jeff 'Old School' Wagner.

23 January, 2018

2029 views
Jakub Cieślik discussed the production of his latest winter scene and the way he used Substance, Houdini, and UE4 to generate realistic results.

22 January, 2018

8253 views
4 comments
Do you want to set something on fire in 3D?

16 January, 2018

1264 views
Alexey Vanzhula has revealed a new set of tools for hard surface modeling in Houdini that will allow you to create complex hard-surface forms quickly and efficiently.

8 January, 2018

2316 views
Mahmoud Ageena talked about the production of his complex 3d scene, which was done with the help of UE4 and Houdini.

25 December, 2017

2774 views
1 comments
A little overview of some of the amazing stuff you can blow up in 3d with some great plugins FractureFX and PheonixFd.

21 December, 2017

1741 views
1 comments
Paul Ambrosiussen has recently shared a guide to using Physics Painter in Houdini.

19 December, 2017

2340 views
Check out two Houdini Digital Assets that will let you convert a heightfield into other data.

13 December, 2017

2278 views
1 comments
Take a look at a Houdini Digital Asset (HDA) called Skinning Converter.

6 December, 2017

1285 views
House of Secrets has shared a look at the some of the design tools created with Houdini for level and NPC creation in their game called KIN.

4 December, 2017

1804 views
1 comments
Lucie Lescuyer has published a post on a tool she made with Houdini to create Montreal type houses used as a digital asset in Unity.

4 December, 2017

3330 views
Check out another nice guide on mixing Redshift and Houdini from Tim van Helsdingen.

4 December, 2017

2410 views
Lucas Stringhetti has presented his little experiment with beautiful butterflies, fishes and a dinosaur skeleton.

28 November, 2017

5513 views
SideFX offers jammers of Global Game Jam a free 3-month Houdini Indie license to use before and during the game jam.

28 November, 2017

1159 views
Do you want to make you scene shine? Make it attractive? Put some water droplets on it!

21 November, 2017

1658 views
Mathieu Gasperin answered a couple of questions about the environment design techniques used to create the amazing stylized world of Dishonored 2.

21 November, 2017

4637 views
The Unreal team has shared a recording of a livestream with some members of SideFX discussing tools in Houdini that can amp up your UE4 capabilities.

19 November, 2017

1504 views
SideFX teamed up with Epic to work on Houdini tools that can power up UE4.

14 November, 2017

1487 views
SideFX is getting ready to host another amazing webinar.

13 November, 2017

1464 views
Do you hate painting hair cards by hand?

12 November, 2017

2606 views
2 comments
A breakdown of two tutorials by Ben Schrijvers and Vladimir Lopatin from Guerrilla Games.

10 November, 2017

6361 views
Igor Zanic has tested v16.5 and presented an example of his work with FLIP method.

8 November, 2017

4003 views
Ben Nicholas shared his workflow and discussed the inspirations for creating colorful 3d experiments.

8 November, 2017

4679 views
SideFX has just released Houdini 16.5. The updates a variety of new features and improvements in VFX, modeling, rendering and UI.

7 November, 2017

4206 views
Hugo Beyer has a nice tutorial for developers who are just starting to learn Houdini.

6 November, 2017

2290 views
SideFX has shared a detailed presentation on the upcoming version of Houdini.

3 November, 2017

1341 views
We've talked with the talented guys from Main Road|Post about some of the CGI-tools they've developed for the Russian science-fiction film "Attraction".

30 October, 2017

1750 views
1 comments
SideFX has shared a preview of some of the new tools and enhancements coming in Houdini 16.5.

26 October, 2017

1830 views
Lucie Lescuyer and Alexandre Stroukoff discussed the production of the amazing Industrial Necropolis scene for the Cubebrush art contest.

24 October, 2017

2131 views
2 comments
Creative Bloq has shared a tutorial that gives an overview of the tool.

24 October, 2017

2161 views
Sebastien Tafani talked about some amazing work he's been doing with special effects for film and ads.

19 October, 2017

4339 views
1 comments
Felipe Pesántez talked about the modern 3d production tools, including his work with Mandelbulb, Megascans, and Houdini.

18 October, 2017

2918 views
Anders Schei from DICE showed his experiments with dioramas.

10 October, 2017

3704 views
Take a look at a Vegetation Generation Tool for Houdini shared by Marta Feriani.

26 September, 2017

1543 views
SideFX has shared a new guide that steps through the basic workflow of adding muscles to an animated creature and applying them as a skin deformer.

25 September, 2017

1257 views
Amazing VFX guru Benoit Onillon did an amazing breakdown of his real-time visual effect experiment and showed how it all works.

12 September, 2017

7301 views
4 comments
Hugo Beyer released a video tutorial that discusses a different approach to creating a prop.

12 September, 2017

2566 views
Hugo Beyer did a little overview of the way he creates great procedural content with Houdini. If you want to learn more, you'll have to check out the full tutorial though.

30 August, 2017

3531 views
Saber Jlassi talked about some of the very cool things you can create with Houdini and use in your game.

23 August, 2017

4053 views
2 comments
A tutorial on Pivot Painter, an HDA that stores model pivot and rotation information in the model's vertex data and additional UV channels.

22 August, 2017

1517 views
A guide that focuses on the creation of a series of blasts whose shape and position are based off of a dynamic laser gunfire simulation.

9 August, 2017

1892 views
Saber Jlassi shows how to use Houdini VDB volumes and voronoi fracturing to deal with the complex task.

8 August, 2017

2385 views
A great starting point for developers willing to dive into the procedural world.

8 August, 2017

2062 views
A session featuring Robert Magee talking about how you can create procedural assets in Houdini that can be used to build game levels in UE4.

7 August, 2017

3717 views
Join Luiz Kruel exploring Houdini 16's new Shelf Tools that might get you interested.

25 July, 2017

2807 views
SideFX shared a guide that will show you how to use the motion vector ROP.

25 July, 2017

3131 views
SideFX has shared 4 recordings of the Houdini presentations from this year’s End User Event.

20 July, 2017

1464 views
Anatolii Iudanov presented his framework that transforms Houdini network editor into a game engine.

18 July, 2017

1136 views
An ultimate toolkit for creating stunning pyrotechnic effects inside UE4.

14 July, 2017

4904 views
A thorough video guide by Mike Lyndon.

12 July, 2017

2569 views
1 comments
Strange and disgusting experiments from Houdini.

11 July, 2017

2572 views
Nikita Shilkin did a wonderful talk about his work on visual effects for VR game ARKTIKA.1.

10 July, 2017

4168 views
2 comments
Guides to animating an ivy root creeping over your objects.

4 July, 2017

1874 views
Lucie Lescuyer showed her new work, giving some details on the production process.

4 July, 2017

2047 views
1 comments
Another great guide by Andreas Glad.

4 July, 2017

2812 views
Fabio M. Silva shared some of his thoughts on the creation of realistic real-time visual effects for video games.

29 June, 2017

3587 views
3d artist Voon Jiat Lim shared some techniques and tools that help him create amazing 3d visual effects.

26 June, 2017

2861 views
1 comments
Nema Safvati shared a demo of a fast and stable setup for emitting dynamic "strands" with the grains solver in Houdini.

26 June, 2017

1814 views
Paweł Rutkowski discussed his work with Houdini and explained the workflow for the production of high-quality 3d destruction simulation.

21 June, 2017

12035 views
2 comments
Nathan Huang shared some techniques he uses to build beautiful visual effects for his projects.

20 June, 2017

10517 views
1 comments
David A. Ferreira used Entagma's technique to create amazing motions.

14 June, 2017

1283 views
Pedro Alpiarça dos Santos created his own deformer to optimize the workflow.

8 June, 2017

1199 views
FX Artist Dae Hyek Kim talked about the techniques he used to build 2d raymarching smoke in Unreal Engine 4. A similar technique was used in Uncharted 4.

6 June, 2017

12197 views
Some simulations by a 3D artist with 20 years of experience in high-end 3D, match moving and compositing.

6 June, 2017

1606 views
Satheesh Pv, lead programmer at YetiTech Studios, presented a custom structure spawning system.

31 May, 2017

2429 views
A free update for all users of a modeling toolset is coming.

31 May, 2017

3133 views
A new multiplatform tool that allows you to view your mono and stereo 360 renders directly on your device either in 360 or cardboard mode.

30 May, 2017

1967 views
DOOM VFX artist Wirginia Romanowska talked about the way visual effects are produced and used in video games.

25 May, 2017

5565 views
1 comments
An article by Saber Jlassi from GridMarkets full of things you should know about getting started with special effects.

22 May, 2017

3525 views
VFX artist Andreas Glad talked about his approach to visual effects production, showed how these could be used in games and when VFX are used. Andreas worked on a bunch of cool games, including Battlefield 1 and Battlefield 4.

18 May, 2017

9909 views
6 comments
A talk on redesigned shading workflow and enhanced shading capabilities from FMX 2017.

16 May, 2017

2643 views
VFX master Francisco García-Obledo Ordóñez talked about the way he blew watermelons up, created lighting and other cool stuff in UE4.

11 May, 2017

20501 views
1 comments
A true master of procedural architecture is going to teach Shaun’s Lipowski course.

11 May, 2017

2115 views
A really nice trick from Andy Chlupka.

8 May, 2017

1918 views
Technical environment director Yannick SIGNAHODE shared the way a small team at Ubisoft Paris created the procedural environment world building pipeline for Ghost Recon Wildlands.

4 May, 2017

18470 views
3 comments
OD_CopyPasteExternal is a tool by Oliver Hotz, which allows to copy and paste points, polygons, weights, uvs and material names across multiple applications.

1 May, 2017

1951 views
Manuel Casasola Merkle's video guide on rendering a rough stone.

28 April, 2017

4793 views
Technical artist Maximilien Cleda showed how the team at Ubisoft approached the procedural vegetation in Ghost Recon Wildlands.

27 April, 2017

6027 views
3 comments
Technical artist Erwin Heyms showed how his team approached the production of small cities, rivers and roads in the open world game.

20 April, 2017

11412 views
5 comments
A thorough video guide by Andreas Glad.

20 April, 2017

1821 views
A new part of Sketchfab's Art Spotlight is about working on amazing interfaces inside Houdini.

20 April, 2017

2165 views
The first part of a video guide by Bogdan Lazar.

18 April, 2017

2135 views
Affordable packages, greater flexibility.

14 April, 2017

1552 views
Benoit Martinez and Vincent Delassus discussed the technical challenges of producing huge open world worlds and how new tools help solve them.

13 April, 2017