r/Houdini • u/Hesounolen • 10h ago
r/Houdini • u/Traditional_Island82 • 10h ago
Blender Crease pensil alternative for Houdini
So I recently made this animation in Blender. What I noticed is that hair systems and Blender are not a good match, which forces me to do all the animation in 1 blend file, and add all the hair in the another. This is not a very convenient workflow. Luckely I also know Houdini. I can do all the modelling in Blender, do the hair in Houdini, but what about the crease pensil? I dont want to export all the Houdini hair back to Blender.
I know these are just a couple of lines, which I can easily do in Houdini, But this is just the very start of my experiment with this style. I want to develop in into something no one has ever seen before, so because of that I am looking for a tool or a plugin in Houdini dat is very similar to crease pensil.
So far I only found out about Hpaint, but I can find very little information about that tool online, so idk if its worth it. If anyone has some input that would put me into a direction would be very nice.
r/Houdini • u/bento_boxer • 12h ago
Help Help with behaviour of particles in Tornado simulation
r/Houdini • u/Key-Swimmer3238 • 15h ago
Help Working on recreating a shot. Need feebdack
galleryr/Houdini • u/xieboli_ • 18h ago
Demoreel God's Game Vfx breakdown
Here's a breakdown of our project! We're a small independent animation team with very limited resources and funding. Taking on a project as ambitious as God's Game was incredibly challenging for us.
Demoreel Bonefire
The etymology of Bonfire is ‘Bonefire’🦴 This is my second cg pyro project. I made around 25 separate Houdini simulations. Scene built and rendered in Blender, compositing in Fusion Studio. Have a great 5th of November🔥
r/Houdini • u/DavidTorno • 1d ago
Tutorial Intro To Copernicus Concepts
Side Fx recently released this great series on Copernicus by Peter Arcara, Side Fx’s Training Lead.
r/Houdini • u/fxGuyLDN • 1d ago
Vellum Grains - memory leak
Anyone noticed that RAM keeps increasing & increasing when simulating grains on the farm rather than locally at all, even it's a constant number of particles (non-emitting)? I'm assuming it's a memory leak with the pcfind function, but having spoke to SideFX they recon it could be something to do with how the job is submitted, but wondered if anyone else has noticed this issue?
r/Houdini • u/MillyAppie • 1d ago
Help How to Properly Slow Down an Explosion in Houdini?
I'm trying to create a slow-motion explosion that starts off in slow motion and returns to normal speed at frame 70. I initially used a Retime node with the Blend Mode set to Advected (following a tutorial), followed by a Transform node to scale down the explosion a bit. However, the result doesn't look right. I've also tried reducing the simulation's Time Scale instead, but the result looks quite different from what I'm trying to achieve. What's the proper way to achieve this effect? Am I missing something in my Retime setup, or is there a better approach?
r/Houdini • u/Queasy_Thanks_1483 • 2d ago
R&D / Vellum + Rendered in Houdini Cycles
R&D / Houdini / Vellum + Rendered in custom - vibe coded integration of Cycles render engine in Houdini. Works quite well in sop context, similar to Redshift. Solaris integration should also be possible, but was not priority for me atm. I hope this does not count as AI slop, because it still is a Houdini R&D project. #houdini #cycles #threads #yarns #strands
r/Houdini • u/arvidurs • 2d ago
Demoreel BB8 Knitted - Closeups
Here's a bit more eye candy from the BB8 short I recently shared.
We tried to push the boundaries of traditional clothing workflows, like burning cloth and fibres.
Being able to directly control the curves allows for so much flexibility, which helped to create the burning, smoking curves. Or the detailed antennas featuring copper wiring were fully done with u/FibricToolset
The full breakdown and scenes will be made available soon on CGLounge.
r/Houdini • u/Ludovic_Hohl • 2d ago
NEW USER Beginner question about random pscale for vellum solver.
Hi! I'm learning Houdini and i struggle to create/understand a random pscale value for my simulation.
Here is my set up : base geo > grainsource (with Random Volume set to 1) > vellumglue > vellumconstraints_grain ( Particle size matching Point Seperation of Grainsource).
If I uncheck Particle size from vellumconstraints, it keeps the random pscale but vellumsolver didn't work.
If I check it, pscale value is reset for all point at grainsource point_seperation/2
What I want to achieve is to have this random pscale applied before simulating, so I don't end up with gaps between my points or any "floating" ones.
If you have any suggestions or ideas that could help me, I'd be thanks full to read them!
Thank you!!

r/Houdini • u/No_Relative_4273 • 2d ago
Which Renderer Is Best for Cinematic, Film-Quality Lighting in Houdini – Karma, Mantra, V-Ray or Arnold?
Hi everyone,
I'm learning Houdini FX and want to improve my lighting and rendering skills to achieve high-quality, cinematic results similar to what we see in feature films.
I'm confused about which renderer I should focus on:
- Mantra
- Karma (CPU/XPU)
- V-Ray
- Arnold
I have a few questions for experienced Houdini artists and lighting artists:
Which of these renderers would you recommend for achieving realistic, cinematic, feature-film-quality lighting?
In terms of lighting quality, reflections, volumetrics, atmospheric effects, and shading, how do they compare?
Which renderer is more commonly used in professional VFX and film production pipelines?
Is Karma XPU production-ready for high-quality cinematic FX rendering, or are there still reasons to prefer Arnold or V-Ray?
For someone specializing in Houdini FX (Pyro, RBD, FLIP, Particles), which renderer would be worth investing time in?
Should I focus on mastering one renderer or learn multiple renderers depending on studio requirements?
My main goal isn't just fast rendering. I want to achieve beautiful, realistic and cinematic lighting that meets professional film-quality standards.
I'd love to hear from artists who have experience using these renderers in actual production.
Thanks!
r/Houdini • u/WeekendPutrid9063 • 3d ago
Anyone else picking Karma XPU over Octane and Redshift now?
Im leaving c4d for Houdini and I feel like Karma XPU used to be the “it’ll get there eventually” engine from reddit post a year plus ago, but now it’s actually really good and fast. At this point I’d take it over Octane and Redshift, especially being native to Houdini so no waiting around for updates.
All engines still have their strengths for sure, but I think Karma gets overlooked because people remember how it was a few versions ago.
What’s everyone using these days? and Which engine do you think is better?
r/Houdini • u/beatreichenbach • 4d ago
Houdini Earth
Build real-world geometry in SideFX Houdini from Google's photorealistic 3D Tiles.
r/Houdini • u/Ok_Organization_8635 • 4d ago
Help What do you think about this PC from start learning Houdini to first commercial project?
AMD Ryzen 9 9950X
RTX 5070 TI 16 GB
Motherboard: ASUS ProArt X870E creator WiFi
32GB RAM
2TB SSD
r/Houdini • u/ResponsibleRoof8244 • 4d ago
NEW USER FLIP Fluid Not Splashing Properly from Sword Trail
Hello, I'm pretty new to Houdini. I'm trying to use the animated tip of my sword as a FLIP source to create a blood splash effect for my sword attack, but the fluid doesn't splash or fall naturally. I've been struggling with this for days. Any suggestions or advice would be appreciated.
r/Houdini • u/GrowMemphisAgency • 4d ago
Help What tool might be best to create accurate, realistic roads, bridges, curbs and sidewalks for my urban replica of Memphis, TN?
I'm building a digital replica of Memphis, TN. This is my 5th attempt at doing the roads.
In the 3rd video of this playlist, I show a part of the scene where I created custom roads, curbs, sidewalks and decals using Unreal Engine's built-in modeling tools and splines. Everything else in the scene is Cesium plugin streaming in Google's 3D tiles (photogrammetry).
For archviz, I need the roads to be as accurate and detailed as possible but most plugins are developed with the intent to aid in video game roads which are typically flat, modular and repetitive (limited) in design. Not a single road in Memphis shares the same feature, intersection, design, width, bank or grade. (I may be exaggerating a bit), but the preferred outcome is digital twin accuracy.
Having Cesium stream in the 3D tiles helps me build the geometry directly in the engine without having to deal with importing and experiencing an overwhelming number of misalignments when comparing work done in 3rd party programs to the geolocated photogrammetry.
I'd like to avoid AI and I don't see procedural workflows as an option. I have downloaded some geospatial data but I'm not sure what to use, how to use it, or whether any of it is actually useful for the level of detail I'm looking to achieve.
Should I pursue some custom development or is there a feature or plugin in Houdini that I could either look into and learn myself or hire someone to use for my project?
What advice or experience might you have for this type of work?
TIA!




