Course overview Course overview
Become a master of VEX in Houdini
The first week is an intro to VEX, followed by two weeks of broad strokes coverage, then we will launch into actual projects, one per week. Some of what you’ll Learn: Querying data via point clouds & volume functions Inline vops, wrangles, VEX otls, and external code Volume advection in Sops and Mantra Hydraulic terrain erosion Reaction diffusion Delayed load magic Rapid geometry creation in CVEX Space colonization algorithms for organic effects Flocking and fuzzy boid brains Troubleshooting: “Y u no compile?”
Environment design WHAT YOU’LL LEARN
The more you know, the better.
Taking your skills to the next level.
Lectures by Timothy Stam
Timothy is currently an FX TD at Unit VFX, having worked as such before at Framestore, MPC, Electric Theatre Collective, and as ATD at Double Negative. Before transferring to VFX he worked as an environment artist. Timothy has worked on the cities for the Yorktown sequence for Star Trek: Beyond, did a variety of FX on Pirates of The Caribbean: Dead Men Tell No Tales, and has worked on a number of commercial projects, both doing FX and building procedural modelling tools. He studied digital effects at Bournemouth University and game art at the Utrecht School of Art and Technology. Timothy has also taught in different capacities, such as a Pluralsight course author (City Generation with Python in Houdini), as (substitute) Houdini tutor for MOPA (Supinfocom Arles, France) and thas also done a number of Master Classes, for Bournemouth University and Staffordshire University.
May 14th - July 23rd
Summer TERM Registration
“The level of the course is really deep and helpful. ”
“It was great to have a course like this which I felt was more advanced than the usual. I'll be going over the material several more times to make sure I got it all.”
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