space f frame active object (same persp) space h frame active object …
set selection (of polys or points) select the points/polys -> model tab (top) -> …
pivot tumbling mouse over any point and hit spaceZ (now it rotates around that …
sticky notes shift p to add yellow sticky note right click -> hide …
(= layer browser) shift z to open/close group window adding notes to a …
align on the floor add match size node justify X: none justify Y: Min …
add transform node translate: -$CEX -$CEY -$CEY pivot translate: $CEX $CEY $CEY
export geo from houdini add polyreduce node percent: 30% check Continuing within quality tolerance …
add hightfield node grid spacing = resolution of final scene add hightfield noise node …
install fspy application (to get focal length and cam settings of image) load image …
preparing head geo add head geo and remove existing hair with sculpting (c4d) fix …
add geo node inside add testgeo add geo node, name it density emitter inside …
add geo node for the source select geo node -> top menu pyro -> …
add some testgeo, which will become the grain body then add vellum configure grain …
v1 (very sharp, retains details) add transform node and use scale parameters add bg …
XPU requires materialX shaders for rendering, instead of VEX based shaders (i.e. principled shader) …
add pig head select points on the snot add soft transform node soft radius: …
setup project in houdini – 20fps/100 frames project in houdini ( 50ms webp ) …
add match size node
downscale filter: catmull (is sharper than gaussian) (gaussian is great too…)
add line node direction: 0 0 1 length: 10 points: 100 add attribute wrangle …
split screen space 5 for UV viewport right click Visualization icon (bottom right …
(setup UV sample scene) (setup UV viewport and visualizer) add attribute delete node vertex …
(setup UV sample scene) (setup UV viewport and visualizer) add autoUV node from sidefx …
download launcher from sidefx.com sudo sh installhoudinilauncher.sh To install Houdini, go to /opt/houdini/launcher/bin/ and …
(colorspace in redshift rendernode has new default setting and the colors will be muted!) …
out -> render -> advanced -> unified sampling check automatic sampling (also check samples …
in /img/comp add redshift postfx node enable photographic exposure in PostFX tab -> check …
out -> Redshift -> Volumetric -> check enable scattering: 10 phase: 0.5 add rslight …
pyroimport -> Redshift OBJ -> enable tesselation in shop context -> add rs volume …
v3 super fast GI primary: brute force secondary: irradiance point cloud Num GI bounces: …
check Enable Photographic Exposure film speed: 160 Saturation: 1.2 postfx: LUT C:\ProgramData\Redshift\Data\LUT\AdanmqLUTS and find …
(also add UVs to object/grid) add rs material builder and go inside add rs …
v2 (works independant of object hight and radius adjustable!) add a grid node -> …
add RS Material builder inside add a RS Material and TextureSampler connect them to …
on a light -> objects tab -> check Enable Light-Mesh Associations then select object …
put this in Group Name: ` opname(‘.’)` then just rename node
in MAT context, add RS Material Builder before, add RS Material and connect outputColor …
(remember UVs and enough subdivisions!) obj level -> redshift tab -> tesselation enable tesselation …
go to shop context and create rs network (vopnet) add RS Material Node and …
in MAT context, add RS Material builder add RS Material node at beginning add …
add 2 rs material nodes, gold (font) and plastic (bg) add rs material blender …
add rsmaterial builder node add 2 rsmaterial nodes then add rsmaterial blender node blend …
add materials in MAT context MAT -> Material -> Reflections: Samples 256 to add …
IPR tab -> uncheck IPR progressiv rendering (to get same preview in viewport as …
install redshift then open C:\Users\USERNAME\Documents\houdini17.5\houdini.env go to C:\ProgramData\Redshift\Plugins\Houdini then find right version add this: …
in ROP render node: Render Frame Range Only (Strict) … add several ROP render …
Render -> Download NVIDIA OptiX Denoiser mantra node -> Images tab -> output tab …
MacOS /Users/USERNAME/Library/Preferences/houdini/17.5/houdini.env HOUDINITEMPDIR = ‘/SOMETEMPPATHHERE/;&’ Windows 10 rightclick on ThisPC -> properties -> advanced …
redshift place null and 4 cameras set camera resolution: 4000 x 6000 copy position …
create/import a material in alchemist take some photos and import in alchemist or load …
add grid node add sculpt node shift drag to INCREASE/DECREASE radius the use …
AutoDopnetwork -> click on flipsolver then adjust box
add box click particle fluids tab -> FLIP fluid from object go into autodopNetwork …
create box/torus usw autodopnetwork -> flipfluidobject -> SOP path
DOPnetwork -> flipsolver -> volume motion tab -> box size
DOPnetwork -> flipfluidobject -> check Closed Boundaries
add box select box (with black select arrow icon) particle fluids -> Emit particle …
add tube and extrude it for cup add sphere over the box, select it …
add FLIP tank object add popwind node inside AutoDopNetwork feed it into 2nd input …
landscape: add grid add sculpt node add smooth node make sure nothing is selected …
riverbed geo: add grid add sculpt node add smooth node add sphere, name it …
(viscousity needs to be adjusted globally!) same initial setup as riverbed particle fluids tab …
add groundplane (collisions tab) add cutter object collisions tab -> static add tube, select …
add particles add torus shelf -> particles -> Source Particle Emitter add forces …
edit -> hotkey editor Context -> houdini -> panes -> network editor Action …
spiral with adjustable diameter (starts off with a small radius and grows larger each …
use Bezier curve if handles and precise control is needed!! (nurbs curves have no …
bottom button -> global animation options -> real time playback
alt LeftMouseButton and click into parameter field
rightclick on parameter -> delete channel
add switch node below two cameras rightclick on switch parameter -> channels -> select …
add toy object add curve, select nurbs in curve type (top bar) draw curve …
add transform node right click on handle -> Pivot Mode
obj level -> add file cache node -> write add another file cache node …
in out: file path: motion-cam.$F4.exr add batch node under each ROP, then add merge …
add file node read sequence add contrast/HSV nodes for color corrections add color node …
macOS: ffmpeg -framerate 30 -patterntype glob -i ‘*.tif’ -startnumber 1 -vframes 190 -c:v libx264 …
add camera node press enter in viewport so the handles show up click small …
D -> texture tab -> limit resolution -> 4096 x 4096 view -> clipping …
(in mantra) add geo/file add normal node add UV texture node add cloud node …
import geo… add polyfill or polycap to close holes fill mode: try different options …
backlighting weight: 2 reflection samples: 256 sub-surface samples 64 overall tab set all colours …
add a color node and set a color add point wrangle node v@emitcolor = …
choose a point, create group add attribute wrangler VEX: @up = set(0,0,1); add copy …
add grid node add group range node for alternation pattern group type: primitives range …
create splines in attribwrangle then add polywire node to create nurbs src http://www.entagma.com/create-and-simulate-a-procedural-rope/
creating a segment of the circle add geo node inside grid node size 1,10 …
exporting from illustrator open SVG in illustrator save as illustrator 8 ai importing into …
in obj context, add top network add wedge node wedge count: 100 add attribute: …
in IMG context create HSV node (before ROP output node) right click on hueshift …
add simple mesh add circle node type: polygon divisions: 24 open arc arc angles …
first set up imagemagick (mac) in terminal (remove old installation and avoid paths errors …
(import fbx) add camera add openGL render node in out shading mode: wireframe ghost
uncheck recompute normals
add partition node rule: $NAME (this creates groups of attr. name) add clean node …
in materials add principled shader add UVcoords node add constant node constant type: 3 …
(this hides HDR with a plane, but keeps alpha mask of bottle) add new …
add principled shader IOR: 1.333 transparency settings transparency: 1 transp. color: 1 1 0.825 …
(intersection glass with water, for bottle) make stuff intersect enable nested dielectrics in render …
add poly cap node (use group to define edge)
textures tab -> base color: select tex for base color tint intensity: 1 (= …
(bake AO map, ambient occlusion, baking texture map) create grid and assign UVs (uv …
add UV texture node or autoUV (gamedev) node (space 5, to go …
just add pack node (this speeds up scene dramatically!!!!) (pack, repack in houdini) src
in viewport, space 3 to get into front view hit d key for …
add UV unwrap/texture/flatten/project node add UV quickshade node then split 3d viewport (Attention, use …
add vopcop2generator node add float to vec node connect X,Y with fval1,fval2 add unified …
view -> composite view img network nodes add file node start with premultiply (to …
basic keyframing change value, then LEFT ALT click into field to set keyframe …
(distort geo) add point VOP node go inside node add curl noise node wire …
in mat network, add fresnel node (next to pricicled shader mat) then connect it …
add 3 trees of geo add switch node at the end select all nodes …
switch node only has 11 inputs, so just use VEX: add attribute wrangle node …
(non-commercial = apprentice to hiplc = indie) first sign in with orbolt acc, then: …
export add ROB alembic Output node then click Render to Disk button then just …
add fbx output node
set up recent project file -> set project -> select HoudiniProject Usage with materials/hdrs …
add geo node, name it ortho-grid delete file node add grid node set rows …
in perspective view (with a cube) -> tab -> edge loop
with soft transform add group expand node and set base group (starting polys) Steps: …
importing hda file -> import -> houdini digital asset loading otls at startup open …
add subdivide node, depth: 2 add edge loops in middle (or add divide node)
add clip node direction: 1 0 0 add mirror node add a fuse node …
add tube node add knife node HIT ENTER then knife circles show up Direction: …
add a clip node
add group range to define start/end point add copytopoints node to get objects to …
in sideview add a curve node (press ENTER) add resample node (display points in …
add box node (will be used as cutter) add boolean node operation: shatter Pieces …
add vdbfrompolygons node under geo voxel size: 0.02 add vdbsmooth SDF node to get …
add subdivide node or divide node first then add vdbfrompolygons node voxel size: 0.01 …
add primitive node under convertvdb add file cache node -> file mode: write then …
just rename last node (sticky nodes have bug when scrolling) src http://www.sidefx.com/docs/houdini/network/organize.html
add sphere node add mountain node
add grid node row: ch(“sizey”)*100 (so it always has squares!) columns: ch(“sizex”)*100 add attribute …
add 2 objects, connect them with a merge node select merge node, then select …
on file node -> import geometry OBJ filenode -> crtl click on LOCK …
finding lights angles in viewport -> click No Cam icon -> select the light …
(model inner AND out wall!) add curve node, close it add polybevel node group …
(maybe render without caustics light to save rendertime) low settings sampling tab min samples: …
add sample scene with some primitives add camera node (top level of geo) then …
shadows quality/sharpness -> area light options tab: uncheck Normalize Light Intensity to Area then …
add light node type: geometry (check render light geometry) area light options -> select …
add environment light (from shelf) Environment Map: set HDR here check/uncheck render light geometry …
add env light -> render options -> check portal add a grid and select …
add box node delete all faces, except bottom and back add polybevel node for …
place background image in nodes window as reference (node view port -> tools) shift …
in mask field: * ^/obj/grid1 (all except grid1)
camera -> view tab -> focal length sampling tab -> f-Stop ACHTUNG: aperture = …
camera -> view tab -> shutter time
in perspective view, rotate to see the cam click on camera node, press ENTER …
just click on photo icon below render to create one and use slider to …
in out channel put down mantra node mantra1 -> rendering tab engine: Physically based …
shift drag in render (to enable) (shift drag outside the image to disable)
mantra -> images -> extra images planes check combined lighting (per component) check direct …
mantra -> images -> extra images planes add extra image plane VEX variable Af
add mainobject add grid/bg apply shadowmatte (from utilities) add 2 mantra render nodes (name …
out -> after mantra node add hqrender node select node and click submit job …
(but still have it’s shadows) in render settings -> objects -> forced matte -> …
click on long vertical bar on right side of render view this opens up …
change right dropdown to out render -> add mantra node select mantra1 node images …
last node (maybe create NULL node) -> right click save -> export as IGES/OBJ/DXF …
add a sphere in a geo node make it smaller add grid and click …
view -> display options -> never show node ring
polygon tab edge loop -> make a cut then S for select, 4 for …
right click on handle -> align handle -> world/component or just press M to …
edit asset type properties save asset save node type match current definition, locks it …
add normal node weighting method: by face area
add cylinder go into cylinder with i add UV texture node or autoUV …
just press H, in render view also try in other views if it doesn’t …
hit D key -> guides tab -> additional information geometry information: Always On
cloner example add box add for each network feed box into foreach begin node …
cannot undo this setting restore or delete pref folder (ev. just load previous file)
importing into houdini file -> import -> Filmbox FBX (uncheck Unlock Geometry File SOPs …
add box node (source geo beutel) add grid node add mountain node add reverse …
press z in network editor
add output node to geo nodes add a geo node add object merge node …
CAD assistant (free) just download and run https://www.opencascade.com/products/cad-assistant/ usage convert step files to OBJ …
(hypernurbs weighting) add a box node axis divisions 4,4,4 add an edit node (change …
add source object which will be copied: add tube node (cone) rotate: 90 0 …
python script node # create webp version from png subprocess.call( [“cwebp”, “-q”, “90”, oldfilename, …
pngquant –force –speed 1 –quality 90 file-in.png -o out.png python script node import subprocess …
create geo node with single object, subdiv, assign materials add geo node with multiple …
add some object then add a geo node: water droplets and go inside add …
show polycount hit D key -> guides tab -> additional information geometry information: Always …
labs ruler tool go into (geo) node network tab -> ruler drag with mouse …
hit D key (while in viewport) guides tab -> guides sizes -> point marker …
crtl middle mouse button (on node) to open info window press the PIN …
shift drag on a face scale in both directions crtl drag on …
add some points (via grid node) add add node check delete geo but keep …
(easy cut through geo, does not work on polygons, so geo needs to be …
(works only for some operations, i.e. bend, but not bevel) add polysoup node make …
enter IMG context add file node to read a texture add mono node (to …
to round object (adding rings around zeppeling) add circle node primitive type: polygon arc …
(with a curve passing through specific points) add a couple of vertical lines with …
outer poles and curve create some geo for the pole create a curve (4 …
add polydoctor node -> topology tab check Correct winding of polygons to majority … …
global variables edit -> aliases/variables -> variables tab usage in parameter fields: $test local …
(to prevent cooking of current node and all nodes upstream) crtl click on …
set dark background in viewport (to make the volume easier to see) in …
for: shattering glass, breaking wood, destruction, fractures, building collapses, ground collapses create the geo …
basic setup add planar patch node (like grid, but triangles) edge length: 0.05 center: …
create the leaf geometry (or snowflake) add geo node, name it leaf and dive …
add some geo (box) add geo with grid node and dive inside (move/position it …
(add some geo, i.e. a cube and subdivide it) add topobuild node, click into …
make sure the pin/needle icon on top of viewport is not set (so state …
in /mat context add Karma Material Builder node and dive inside delete the mtlxsurface …
loading USD files: change from obj to stage context (dropdown) add sublayer node file: …
go to /mat context add karma material builder node and dive inside delete input …
workflow using two renderings this simple workflow creates two renderings, color and shadow …
basic setup add another grid node, name it lowres center: 0 10 0 rows: …
summary This workflow creates several random cuts and also cuts the largest pieces in …
in karma shader add mtlx texture coordinates node signature: vector 2 add usd …
go to img context, or add COP network add file import node and load …
creating geo with tiling (repeatable pattern) add a geo node, name it lowres and …
Problem redshift installer file cannot be opened in Windows10 and throws this error: ”The …
(mplay fills up RAM) go to out context -> select redshift ROP common tab …
add karma material builder node and dive inside add mtlx ambient occlusion node (to …
with lattice deformer add some geo add bound node (feed geo) bounding type: box …
creating a new recipe (add some nodes) select the nodes -> right click -> …
with attribute from map add a grid add attribute from map node texture …
(based on distance) add a sphere move it slightly up add color node change …
add some test geo creating color gradients add attribute adjust color node pattern type: …
add draw curve node projection tab -> projection: ZX plane (stroke tab -> delete …
(add some geo, then switch to /stage context) add scene import nodes (geo and …
add polyfill or polycap (use group to define edge) if holes in mesh from …
add some subdivided object add bend node and bend the object (alternativly use the …
add some subdivided object add sculpt node shift drag to INCREASE/DECREASE radius the …
transparent PNGs already have an alpha applied to C channel to get the same …
add file cache node and save out all keyframes as bgeo.sc open another houdini …
cut through whole geometry add knife node output groups -> check clipped edges …
add font node add extrude node click top bar -> model -> shatter chunkcenters …