Houdini 101
Houdini 101
the secret language of Houdini
- Houdini is a procedural package
- It may be used for procedural
- pyroFX
- fluids
- characters
- procedural modelling
- destruction
- particles
- lighting
- rendering
- gamedev
“Voppity Dop Sop Chop”
- the Houdini language
NODES
- everything you do in Houdini creates a node
- these nodes are connected to the project network
- the network of nodes gives Houdini its procedural nature
- when the software was first created, these nodes were called operators
- they operate on whatever comes into it
- outputs result of operation
NODE TYPES:
- SURFACE: for geometry
- “SOPS”: surface operator
- CHANNEL: for motion
- “COPS”: channel operator
- DYNAMIC: for simulation
- “DOPS”: dynamic operator
- VEX: for shader building among other things
- “VOPS”: vex operator
- COMPOSITING: for working with 2D images
- “COPS”: compositing operator
- RENDER: for outputting through internal and external renderers, or simulation and geometry outputs
- “ROPS”: render operator
- each of these nodes has a unique flavor and working
SOPS | SURFACE Operators
- this operator is used to manipulate
- geometry
- volumes
- pass attributes through them
- plays a huge role in handling VFX
- it is handling at this level to ensure the simulation happens correctly
CHOPS | CHANNEL Operators
- procedural motion FX
- kinematic solvers
- timing
- sound
- constraints
DOPS | DYNAMIC Operators
- solvers
- forces
- collisions
- particle nodes (previously POPS)
- fluids
- rigid bodies
- particles
- hair, fur
- all dynamic parameters are controlled in the DOPS network
- some new nodes gets added to the SOPS network, when DOPS nodes are added to the DOPS network
- newly relevant nodes get connected to existing nodes
VOPS | VEX Operators
- great for shader building
- geometry
- composting
- VFX
- wrangle nodes
- many VEX operators are layered and interconnected to provide materials
- in the more recent versions, material behavior parameters may be changed directly at the material level
ROPS | RENDER Operators
- Mantra - the builtin renderer for Houdini
- 3rd party renderers
- HQUEUE
- Geometry, Channels, ,Comps, etc
- different objects in the same scene may be rendered by different engines
COPS | COMPOSITING Operators
- nodes used for slap comps
- also good for lighters before they go to the next stage
- color
- masks
- effects
PARAMETERS | CHANNELS | ATTRIBUTES
PARAMETERS
- parameter is that entity whose value may be changed in the procedural workflow
- usually in the node panel
- they are static values after they are changed
- not automated
- they are NOT the same as attributes
CHANNELS
- a parameter that has been keyframed (automated) is a channel
- a parameter maybe tricked into being a channel due to technicality
- but a channel is only after a parameter has been keyframed
ATTRIBUTES
- values assigned to points, primitives and other geometry elements
- this the the only context for attributes in Houdini
VEX
- VEX is a scripting language
- Vector EXpression language
- it is multi-threaded
- used a lot in the Houdini experience
great VEX tutorial:
- ENTAGMA = Creating Geometry with VEX
- good place to start learning VEX
VEX scripts can be put in Wrangle Node
- but full-on scripting is beneficial for larger production scale projects
- for efficiency
- and accuracy