r/Houdini

▲ 160 r/Houdini

FLAMING TRUCK - Houdini

Flaming truck simulated using Houdini Pyro sparse and rendered in XPU.

Main challenge was getting proper feel of fire when subjected to high speed wind without using 100's of sub-steps and making simulation times too high.

This shot had no involvement of any VEX/VOPS like our other shots. This will enable Junior/Mid level artist to have senior level work in upcoming months.

*Contact us on WhatsApp at +91-7071670158 for our Houdini FX 20 days FREE demo classes.*

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Simulation details :
Ram Consumption ~ 62 GB
Cache Size ~ 50 GB
Render Time ~ 3 Days (KARMA XPU)
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PC Specs - 128GB RAM AMD 7950X RTX 3060

u/IndianVFXSchool — 13 hours ago
▲ 17 r/Houdini

Mesh Erosion Tool (WIP)

Demo of a mesh erosion tool I'm working on. It works natively on any triangular mesh, has support for custom masks and sources, and it's fairly fast - around 3fps at 5 iterations per frame on a 500K points mesh, using OpenCL.
It also supports UV advection.
Coming soon to my GGro toolkit! (can't post direct link, so this is the wiki link: GGro Wiki Home)

u/GioakG — 5 hours ago

How to achieve this ? -> Posthuman Studio

Hello 😄

I recently discovered the work of posthuman studio on Instagram (https://www.instagram.com/posthuman.studio/), and I'm really in awe of their work. I'd really like to explore similar look in Houdini, but I'm not quite sure how to achieve it as I'm merely a beginner in this DCC.

Can some of you advise me some tutorials/courses to look at ?

For reference, this is particularly the look i'm trying to achieve :

https://preview.redd.it/c2wwc4uulg2h1.jpg?width=944&format=pjpg&auto=webp&s=e71b2def6407c5231711ecb1e3cf76081af8403b

https://preview.redd.it/i36k85uulg2h1.jpg?width=948&format=pjpg&auto=webp&s=c54f085d4756c7cc9955ef5fa9504c9618792bb3

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u/av4pxia — 11 hours ago
▲ 4.4k r/Houdini+2 crossposts

Work in progress: Allspark code

I am working in a procedural tool that transforms any given 3d mesh. I will call it the allspark.
The user will have freedom to modyfy what parts of the alt mode go where. And I plan to make a Bay version and a G1 one 'cause I love both.

The idea is to create a game where you can become anything in the map, and hide from other players.

u/Cirelectric — 1 day ago
▲ 290 r/Houdini

Sword Fx 🤺

It's a compilation of my road of an animation that I use to practice fx with houdini

u/Rnbdg — 1 day ago
▲ 48 r/Houdini+1 crossposts

The Allspark tool now is compatible with Mixamo animations. I am planning to develop my own Transformers Game

​

The Allspark is a Houdini program I'm developing meant for developers that aims to create a transformer fbx character from any mesh.

Insert the mesh, adjust what parts of the alt mode will be visible for the robot mode, tweak everything however you like it and it generates a rigged character ready to play.

u/Cirelectric — 1 day ago
▲ 5 r/Houdini+1 crossposts

MacBook Pro M4 Max for Houdini, 3D and Nuke, real production experience?

Hi everyone,

I’m considering buying a MacBook Pro with an M4 Max chip, mainly because I need a powerful portable workstation while traveling.

I work in VFX/compositing and mostly use Nuke, but I’m also learning and planning to use Houdini more seriously for 3D, FX, simulations, procedural work, and possibly rendering.

I understand that a MacBook is not a full replacement for a powerful desktop PC with an RTX 4090, especially for heavy GPU rendering or CUDA-based workflows. But portability is important for me, so I’m trying to understand how realistic it is to use an M4 Max MacBook as a main working machine.

I’d really appreciate feedback from people who use Apple Silicon Macs for production work:

  • How well does Houdini run on M4 Max in real projects?
  • How is the performance with simulations, caching, Vellum, Pyro, FLIP, particles, volumes, etc.?
  • Are there any serious limitations with rendering, GPU acceleration, Karma, Redshift, Octane, Blender, or other render engines?
  • How stable is Nuke on Apple Silicon?
  • Is 64 GB of unified memory enough for serious VFX/3D work, or would you recommend more?
  • What are the biggest problems or limitations you’ve faced?
  • Would you choose an M4 Max MacBook again, or would you rather build/buy a Windows/Linux workstation?

I’m especially interested in real production experience, not just benchmarks.

Thanks!

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u/General_Pea9693 — 1 day ago
▲ 10 r/Houdini

FAB/Quixel Assets reader (simple node, without HDA or plugins)

Hey all, I think we still have no offical way to import or any plugin/bridge from FAB library to Houdini? I saw some others made tools/HDA to scan and build all the assets and shader..etc.
However, I just want to have something super simple to read from your local FAB library.

So here is a prototype of my subnetwork. You just input the path of your asset, it will using python expression to extract all the name, fbx file, and texture map path, relative reference to default component rig inside the node, it got a mltx shader you can modify, also the top node all texture path you can just use it for other place for whatever reason.

This is use for FAB download as fbx to local library.

Thoughts?

u/xyzdist — 1 day ago

turning in circles and not accomplishing anything

Hey guys , I have been learning houdini for months, not for work, I have a job but I just learn houdini as hobby for me.

But I'm really fedup and lost, as sometimes I found myself needing other subjects to know before completing a small project and you know houdini , each subject is an ocean of knowledge and I think I burned out with this method.

For example, I'm doing small pyro exercices, at some point I need to understand and see difference so I need to wedge right ? to see variants..Well I go to learn PDG and then I forgot about the initial project and so on for each smaller project I start.

same for flip, I completed my sim and need to render, but don't know solaris, I open to learn solaris and get there then unable to complete, and forget the flip sim etc etc.

there's also something in between I need to know, I'm lost at how to proceed, Houdini unlike max or other softwares is very deep

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▲ 50 r/Houdini

small houdini to blender bridge i’ve been working on

The sim is just a quick pighead melt setup. The important part is the data transfer.

In Houdini, the melt attribute drives the viscosity / sim behavior.

Then I export the cache, import it in Blender, and use the same melt attribute in Cycles to mix between two shaders.

So it is not just animated geo. The sim state comes across as usable render/lookdev data.

Current features:

Houdini to Blender frame cache

JSON metadata + binary sidecar files for heavy arrays

point positions, UVs, and user-defined attributes

stable topology mode for fast position updates

changing topology mode for FLIP / VDB / remeshed sims

curve support

Blender shaders can read imported attributes.

u/here_for_the_yeet — 2 days ago

Need help with simple fracture animation / explosion / RBD bullet solver

Hello!

I am a blender user who finally got a houdini license... this shit is crazy. I feel so dumb. I have a simple conveyor belt animation with 6 blocks that I would like to fracture/explode as they reach the middle point of these two posts. In blender, I would simply add a force above the two posts and animate its power to explode the blocks as they pass the threshhold. In houdini... I am totally lost, even after spending all day watching RBD tutorials. I am using a simple RBD setup, but cannot for the life of me find a way to add a simple force. I did try double clicking into the solver to the forces level and tried all the POP forces... none of them gave me the result I was looking for. I also looked into going into the dopnet but can't edit that with my indie license. Many of the youtube tutorials I watched made a rigid body sim from scratch... should I just start over and avoid RBD? I'm totally lost and undereducated.

I would really appreciate any help! Thank you!!

https://preview.redd.it/0lhm9nyub72h1.png?width=1357&format=png&auto=webp&s=c9cbc39f16f34449dbef5bb18ff4c9baaaebda26

https://reddit.com/link/1ti87i4/video/v0o96j0wc72h1/player

reddit.com
u/Fine_Positive_9329 — 2 days ago

PBR Auto Image Wrangler for Redshift

Is there like a cheap script I can get for bringing in pbr textures that plugs all maps to the right slot in your redshift material, instead of plugging each textures manually.

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u/Cultural-Skin3784 — 2 days ago
▲ 496 r/Houdini

👁 💧

Recent R&D exploring hyperreal eye rendering and fluid interaction in Houdini.

Rendered in Redshift with 3D Scan Store assets.

u/Rnbdg — 3 days ago

Procedural asset creation - how common is it really in VFX or games?

I wanted to expand my houdini skills by getting into procedural modelling/asset creation but I started to wonder how common is it really? So far it seems like it's pretty hard to come up with a system that can produce good looking assets that wouldn't be too repetitive (for example buildings) and at the same time not spend so much time on the system that you could have built those assets manually instead.

Do you regularly find yourself working with systems that would procedurally create cities, city blocks, roads, or buildings?

Ofc certain cases such as terrains and natural environments are much better suited for this. My question is directed more towards man-made sets.

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u/fullCGngon — 2 days ago
▲ 150 r/Houdini+1 crossposts

View State Based Procedural Generator for Game Ready Architecture

Hey all, I spent the last few weeks working on this non-module, all parametric, view state based building generator for creation of architectural assets ready for video game engines.

A few things that it does:

- Blockout Creation with View State Handles.
- Component (doors, windows, columns) Insersion Using View State and Contextual Menus.
- Parametric Doors and WIndows that take context from the Building Face, Floor and Style.
- Auto Trim and Tilling UV Mapping Generated Dynamicly.

Let me know what you think or if there are any questions! Thanks!

u/rubenltn — 3 days ago

TOPs - rendering multiple flipbooks only loading geometry once?

Hey guys, am looking for some advice. I have a TOPnet setup where I am driving camera animation parameters through two wedges for 20 work items. As the top is only randomising transforms for the camera, and the geometry cache I am loading is pretty heavy - I was wondering how I can go about loading the geometry once per frame, then snapping that frame (for each of the work items) before moving to the next.

The current setup goes something like:
Geometry Import (importing the heavy cache SOP) > Wedge (first parameter) > Wedge (second parameter) > ROP Fetch > Partition by Attribute (@wedgeindex) > FFmpeg encode video.

This seems to be doing something but not exactly what I’m looking for. Is there a more efficient / faster way of doing this?

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u/unoccur — 2 days ago
▲ 4 r/Houdini+1 crossposts

Student project cloth rigg or simulation

Hello,

We are currently a team of 3D animation students in the research and development phase of our graduation short film, and we are trying to optimize our production pipeline as much as possible.

Our short film is around 5 minutes long and features 5 main characters, with a large number of relatively short shots. The project notably includes a motorcycle chase sequence as well as a dance sequence, which involves a lot of fast movements, deformations, and interactions with clothing.

We are currently asking ourselves several questions regarding costume workflow and simulation:

  • Should the clothes be directly integrated into the character skinning setup (without a fully modeled body underneath, only visible parts such as the arms or head)?
  • Or would it be better to model a full body with the clothes layered on top?
  • Would it be more relevant to mainly use dynamic rigs / nCloth in Maya?
  • Or rather rely on full simulations in Houdini?
  • Or perhaps use a hybrid solution, with simulations enabled only for specific shots or areas, while other parts remain fully skinned/rigged?
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u/No_Reflection_9882 — 3 days ago

Using AI LLM to learn

Greetings,

I have a google pro plan, i,m thinking of using gemini to help me learn procedural modeling only without any vex code, at least for now until i master it, is that a right approach to learn houdini ?

I tried chatgpt yesterday extended thinking but i feel it doesnt explain well or not working steps, i never tried grok or claude.

I,m sorry to say that sidefx learning portal tuts are below average and chris bohm course feels not so organized and he said its not for Beginners.

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u/Jazzlike_Arm6363 — 3 days ago
▲ 17 r/Houdini

Houdini not using enough CPU and ram for simulations

I just assembled a new pc, but isnt this a too litle cpu usage for simultions? Ram usage as well looks a bit off (Im only using flip). The hardware usage percentages remains the same both for a 10 mln particles count or 200k. The setups are pretty default and they do not have strange values or settings, I even tried with different projects just in case. Switching on and off opencl doesnt affect the issue. There are no issues while rendering with karma cpu, as the cpu usage goes up to 96% and its really fast.

These are my pc specs:

Intel i9 14900k, 128gb ram ddr4 (2666 mhz), rtx 4060ti 16gb.

The simulation speed is indeed not even the double of my old 16gb ram laptop.

u/Endere7 — 3 days ago