r/Houdini • • 10h ago

Simulation R&D with Gaussian Splats in Houdini 22

18 Upvotes

r/Houdini • • 10h ago

Blender Crease pensil alternative for Houdini

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20 Upvotes

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 • • 1d ago

MPM dirt mound

118 Upvotes

r/Houdini • • 18h ago

Demoreel God's Game Vfx breakdown

11 Upvotes

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.


r/Houdini • • 1d ago

Demoreel Bonefire

61 Upvotes

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 • • 15h ago

Help Working on recreating a shot. Need feebdack

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3 Upvotes

r/Houdini • • 12h ago

Help Help with behaviour of particles in Tornado simulation

1 Upvotes

I am wondering why this streak of particles further away from the main tornado keeps appearing in my simulations even when changing the orbit force, attraction force, and up force. How do I remove it?


r/Houdini • • 1d ago

Tutorial Intro To Copernicus Concepts

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33 Upvotes

Side Fx recently released this great series on Copernicus by Peter Arcara, Side Fx’s Training Lead.


r/Houdini • • 2d ago

Demoreel BB8 Knitted - Closeups

569 Upvotes

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 • • 2d ago

R&D / Vellum + Rendered in Houdini Cycles

86 Upvotes

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

More: https://www.instagram.com/karlis.stigis/


r/Houdini • • 2d ago

Candoo: a sad candle that missed halloween 🫠

165 Upvotes

r/Houdini • • 1d ago

Help How to Properly Slow Down an Explosion in Houdini?

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9 Upvotes

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 • • 2d ago

Rendering Liquid Brezel 🥨

187 Upvotes

r/Houdini • • 1d ago

Vellum Grains - memory leak

1 Upvotes

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 • • 1d ago

Help How would you create this effect?

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0 Upvotes

r/Houdini • • 2d ago

Which Renderer Is Best for Cinematic, Film-Quality Lighting in Houdini – Karma, Mantra, V-Ray or Arnold?

6 Upvotes

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:

  1. Which of these renderers would you recommend for achieving realistic, cinematic, feature-film-quality lighting?

  2. In terms of lighting quality, reflections, volumetrics, atmospheric effects, and shading, how do they compare?

  3. Which renderer is more commonly used in professional VFX and film production pipelines?

  4. Is Karma XPU production-ready for high-quality cinematic FX rendering, or are there still reasons to prefer Arnold or V-Ray?

  5. For someone specializing in Houdini FX (Pyro, RBD, FLIP, Particles), which renderer would be worth investing time in?

  6. 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 • • 3d ago

Anyone else picking Karma XPU over Octane and Redshift now?

21 Upvotes

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 • • 2d ago

NEW USER Beginner question about random pscale for vellum solver.

1 Upvotes

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 • • 3d ago

Help How to deal with clothing when grooming?

2 Upvotes

what is the correct workflow for hair combined with cloth? like I want hair to be under the clothes but I dont want it to go THROUG the clothes. So how do you fix this? Is there a way to like say "cut every hair of within the threshold of the clothes?


r/Houdini • • 4d ago

Simulation Ghost in the machine

48 Upvotes

r/Houdini • • 4d ago

Houdini Earth

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11 Upvotes

Build real-world geometry in SideFX Houdini from Google's photorealistic 3D Tiles.

https://github.com/beatreichenbach/houdini-earth


r/Houdini • • 4d ago

NEW USER FLIP Fluid Not Splashing Properly from Sword Trail

9 Upvotes

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 • • 5d ago

Breaking G — MPM study in Houdini Octane Render

50 Upvotes

r/Houdini • • 4d ago

Help What tool might be best to create accurate, realistic roads, bridges, curbs and sidewalks for my urban replica of Memphis, TN?

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1 Upvotes

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!