Model of a huge entertainment system of tv monitors and speakers in SOPs.
Water in a cave with fake caustics using COPs and VOPs.
This file demonstrates how to extract impact data from DOPs and create lighting effects using CHOPs.
Breaking geometry by connecting primitives to particles.
This class will open a port in Houdini an emulate a terminal with the ability to send and receive commands.
This HDA contains a VOP network that creates alpha channels based on the color of a texture map.
Return the highest position of a point in a set of points. This is accomplished using point clouds in VEX.
Model of a circuit board and a heat sink in SOPs.
Using a displacement shader to control a surface shader's parameters.
How to generate waveforms with Python or CHOPs in Houdini.
A procedural urban environment designed with l-system floor plans and procedural boolean operations.
This HDA allows a user to use instancing with objects, shaders, lights and shadows.
A brief overview of rendering attributes and a hip file using all types of instancing: Object, Shader, Light and Shadow instancing.
Create buildings with windows using Houdini's Lsystem SOP.
Create a blurred mirror using the reflectlight() function.
The Dop Chop Lights node can look at any DOP network, and create lights based on impacts.
Using the vm_shadow attribute in light instancing to get instanced shadows.
The tutorial is beginner level and teaches how to setup HDRI in Houdini.
Waves of water using a point SOP expression.
Multiple televisions copy stamped with different images on each screen.
A tornado made of particles in Houdini built by Steve Toyama.
Cut through objects with the Surfsect SOP.
Arrows attached to particles shooting across a field.
Displacement using the VEX Choppy Water SHOP.
Particles with music notes attached... flowing music!
A strand of DNA converts into a filmstrip.
A great way to randomize normals without copy stamping geometry.
Use the velocity attribute to give motion blur to a static object.
Some Notes taken at a DOPs lecture given by Craig Zerouni, as well as various DOPs hip files.
A displacement shader to create the surface of a planet.
The outline for the Houdini Digital Asset Course taught by Dan Lynch.
An alternative energy artwork envisaged by Eric Valdivia, rendered by Dan Lynch.
This project introduces copy stamping different pieces of geometry onto particles.
This uses a point SOP expression to generate siding from a grid.
This demonstrates using the cross product in an expression in prepping normals for copy stamping.
Library of CHOPs used to create synthetic sound and music.
The radians of the unit circle...a trigonometry must.
The Klein bottle is a closed nonorientable surface that has no inside or outside.
A heart-shaped surface given by the sextic equation
Algebraic surfaces which can be represented implicitly by a polynomials of a degree of 10 in x, y, and z.
Dynamic ripples based on particles passing through a grid.
A model of a piano keyboard in SOPs. You can use the chopcf() expression to play the keys.
The lattice and spring SOPs in action!
Instancing lights in the shape of letters.
When compositing with COPs, you can deform an image based on another images values using the Deform COP.
Creating scripts, and calling them as commands in Houdini...
Get the number of arguments passed into a script.
Evaluate a for loop based on a expression.
Get correct user input using a while loop and the read hscript command.
Reads an expression that is stored inside of a digital asset.
Setting environment variables inside an expression function.
Using copy stamping to attach 1's and 0's to a particle system.
A custom dopfield expression for extracting data from a dynamics simulation in DOPs.
Powerful searching with foreach and opfind.
Renaming a series of nodes with a foreach loop and opname.
This project uses Noise CHOP and a ramp to generate noise, then applys it to a geometry's points.
This file demonstrates how to get particles to fly along a path.
Using non-volume based collision detection to allow RBD Objects to roam around a skateboard ramp.
Running audio through a Pitch CHOP will return the frequency and the volume. You can use this data to then generate MIDI or other computer generated sounds and music.
Copy stamping with oscillations using the math behind pitch.
Setting up Delayed Read archives from Houdini for RenderMan.
A brief overview of a Houdini Digital Asset.
Special variable for OnEvent scripts with a digital asset.
Dynamic dropdown menu listing mantra nodes with a menu script.
Adding contents to HDAs and saving contents to disk from HDAs.
Calling a script that is stored in a digital asset.
Disabling parameters of digital asset.
Ways to create or promote parameters in an HDA.
Visualizes the effects of anti-aliasing in regards to Shading Quality.
Create a custom item in the menu when you right-click on a node.
The mathematical power of the power used on a VEX displacement shader.
This HDA creates 3D extruded text with rounded edges.
This digital asset allows users to control all mantra nodes in a file from one single interface.
Light instancing with a normals lookat. This allows user to control the direction of the instanced lights with a handle.
Use VEX to create a point cloud geometry opertator.
Setting up the magical wonders of the jump menu in Houdini's file browser.
How to set up a custom script path when using Houdini.
This is the file that loads Digital Assets when you first run Houdini.
Using the vm_surface attribute with object instancing to instance shaders!
A cool script written in Hscript that will setup instanced lights and objects.
Using the instance attribute to instance multiple objects.
Creating directories and using sed for render-time text-edits.
Hscript used to generate a reflection pass.
Hscript used to get objects to render as a matte, creating a render pass.
Global illumination using ambient occlusion.
Using the vm_light attribute and instancing lights!
This demonstrates using the connectivity and partition SOPs in association with the cookie SOP to break geometry in prep for RBD.
How to configure your workflow with custom VEX.
Fake rim-lighting with a surface shader in VEX.
Create a light model switch parameter on a surface shader in VEX.
xyzdist() finds the distance between the nearest point on a primitive and the point specified.
Centering based on the centroid of an object.
Extracting a vector in a custom expression function.
Fit a frame range with a custom expression function.
Helps return values needed for transformations to occur.
ORIGIN() returns the value needed to translate an objects value to another.
Return a list of a group names containing primitives in a given SOP.
Extract position information using the vtorigin expression.
A way to make a vop network in Hscript.
Switching the values in strings to be the opposite of the other.
Basic bracing techniques for setting variables in Hscript.
Find the name of node that is in the input of another.
This will continue to the next loop if the statement is true.
This uses a point SOP expression to generate siding from a grid.
Use the power of modulus to convert any notes into a perfect Major Scale.
Generate triggers at perfect intervals for placement of music notes.
Using photon maps to generate caustic lighting effects.
Set geometry color attributes with vex code based on an image.
Displace geometry points based on an image with VEX.
Using VEX to create a basic plastic lighting model.
Applying a texture map and uv coordinates.
This procedural modeling Operator Type Library allows you to build fly-through animations fast while building a city based on a curve.
Some VEX utilizing the para and perp parameters within a surface shader.
Create interpolation between values in particle attributes.