2019 | Winter Registration Now Open!

A down-payment of $50 is required to enroll. The remaining balance is due Jan. 4, 2019. Learn More.


VEX in Houdini

An 8-week course on mastering the power of VEX in Houdini; learn to create sophisticated tools that leverage the latest features of VEX like geometry creation

Course overview Course overview

Course Overview

Become a master of VEX in Houdini

This course is a comprehensive introduction to the use of VEX in Houdini. Some of what you’ll learn includes: implementing collision deformers, Laplacian and Taubin smoothing, Perlin Noise, and implementing our own fBM noise, different shaders in VEX, volume manipulation, pyroclastic noise, terrain erosion, and more.


Course Format:   Standard
Lecture Type:   Pre-recorded
Feedback:   Individual recordings
Duration:   8 weeks
Assignment:   Due each week. Expect to spend 10-20 hrs/wk viewing lectures, q&a, and assignments” to classes
Q&A:   Once a week
Materials:   Computer, Houdini
Skills level:   Advanced
Prerequisites:   Comfortable knowledge of Houdini and it's principles and programming experience, preferably in a C-like language (C, C++, MEL, RSL, Java)

Environment design WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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Houdini Setup | VEX as a language | Implementing a Peak Deformer in VOPs and VEX | Implementing a Collision Deformer | Implementing Laplacian and Taubin Smoothing | Litte Box of VEX Helpers: Delete by Threshold, Attribute Vis | Spikey T-Rex | Editor Setup
Perlin Noise in Detail | other types of Noise | implementation of our own fBM noise | VEX Helper toolbox: reusable noise functions | procedural fireball | procedural lightning | Explaining Rest positions, deforming an animated character
| Growing Grass on a plane | Litte Box of VEX Helpers: visualizing vector field | Growing flowing vines on a Character | Sampling Point Clouds | Footsteps in Mud or Snow
Introduction to Reynolds Boids Paper | separation, alignment, cohesion | obstacle avoidance | Implementation of a boids solver | Packed Primitive transformations | Instancing animation to flocking simulation
Implementing different shaders in VEX | Trilinear Texture blending | Texture Bombing
Explaining Filter Kernels | Grey Scott Reaction/Diffusion model | Creating Coral | Procedural Ivy Growth
Using noise to generate terrain | Explaining the erosion algorithm | Implementing the erosion algorithm

Taking your skills to the next level

Lectures by Johannes Richter

Johannes has had a varied and illustrious career in the VFX industry, with over 10 years experience in Visual Effects. As Lead FX Artist at Framestore, Johannes' recent credits boast an array of VFX heavy Hollywood productions, including; Marvel's Avengers Infinity Wars, Guardians of the Galaxy 2 and King Arthur: Legend of the Sword. He has a background in Computer Graphics and Software Engineering and is a Houdini aficionado for a decade now. Johannes is an Entertainment Engineer at heart and runs a small Indie Game Studio and conducts experiments in Augmented and Virtual Reality


February 1st!

winter TERM Registration

Nov 5, 2018 - Feb 1, 2019




February 1st!

* Between now and December 31st, accepting only $50 seat reservations. Remaining amount will be due January 4, 2019. More info at checkout.

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

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