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Intro to FX Using Houdini

A 9-week course on understanding Houdini’s common uses in the VFX industry; students will be introduced to a variety of FX capabilities using Houdini

Course Categories
Course Format:
Standard
Duration:
9 weeks
Materials:
Houdini 18.5 (Houdini 16 or higher) 8 core processor and 32gb of RAM | Houdini's Apprentice education edition software is available as a free download, and is all you will need to take this workshop.
Lecture Type:
Pre-recorded
Assignment:
Due each week. Expect to spend 25-30 hrs/wk viewing lectures, q&a, and time on assignments.
Skills Level:
Intermediate
Feedback:
Individual recordings
Q&A:
Once a week
Prerequisites:
Fundamentals of Houdini for 3D Artists | A general knowledge of Houdini/ Houdini related softwares and 3D concepts. | This class requires Houdini 16.0 or higher (Houdini 18.5 can be used)
Course Format:
Standard
Duration:
9 weeks
Materials:
Houdini 18.5 (Houdini 16 or higher) 8 core processor and 32gb of RAM | Houdini's Apprentice education edition software is available as a free download, and is all you will need to take this workshop.
Lecture Type:
Pre-recorded
Assignment:
Due each week. Expect to spend 25-30 hrs/wk viewing lectures, q&a, and time on assignments.
Skills Level:
Intermediate
Feedback:
Individual recordings
Q&A:
Once a week
Prerequisites:
Fundamentals of Houdini for 3D Artists | A general knowledge of Houdini/ Houdini related softwares and 3D concepts. | This class requires Houdini 16.0 or higher (Houdini 18.5 can be used)
Course Format:
Standard
Duration:
9 weeks
Materials:
Houdini 18.5 (Houdini 16 or higher) 8 core processor and 32gb of RAM | Houdini's Apprentice education edition software is available as a free download, and is all you will need to take this workshop.
Lecture Type:
Pre-recorded
Assignment:
Due each week. Expect to spend 25-30 hrs/wk viewing lectures, q&a, and time on assignments.
Skills Level:
Intermediate
Feedback:
Individual recordings
Q&A:
Once a week
Prerequisites:
Fundamentals of Houdini for 3D Artists | A general knowledge of Houdini/ Houdini related softwares and 3D concepts. | This class requires Houdini 16.0 or higher (Houdini 18.5 can be used)
COURSE OVERVIEW
COURSE OVERVIEW
Course Trailer
Instructor Trailer
WHAT YOU'LL LEARN
EXPAND ALL COLLAPSE ALL

The more you know, the better.

Week 1 | Introduction

Powerful approaches to grouping in SOPs | In depth: COPY SOP / copy stamping techniques | In depth: FOR LOOPS and FOR EACH SOP | Avoiding object intersections with FOR LOOPS, stop condition and intersect SOP | Using FOR EACH blocks to create a multi-threaded COPY SOP | Introduction to compile blocks

Week 2 | Procedural Modeling I

An introduction to point cloud procedures in CVEX | Using FOR EACH and COPY SOP approaches to procedurally model a riverbed | Closer look at the Ray SOP, Skin SOP, creating UVs | Unified noise in attribute VOP | Implementing object avoidance for rocks with workflow from Week #1 | Use SOP workflows to model the base of a stone tower using FOR EACH and COPY SOP | Introduction to procedural SOP techniques to create the tower’s windows and floors

Week 3 | Procedural Modeling II

Exploring different procedural modeling techniques in SOPs | Create the towers battlement geometry | Create a complex system to cut holes into tower for door & windows, a first look into problem solving when working around limitations of Houdini | Setting up a “Master Null” in order to add animation controls to modify the tower’s properties | Poly Bevel SOP and how to deal with corrupt geometry | Creating UVs for the tower and UV layout workflow

Week 4 | Magic Attack 1: Particles

Creating a complex multi-layer magic particle simulation that includes: Working with noises in VOPs, writing advanced CVEX code in a SOP Solver in order to create secondary lightning branches | Using a SOP Solver for particle generation & distribution | Introducing the primuv() function in VEX for particles to follow splines | Generating impact sparks, energy particles and a very dense silty particle pass

Week 5 | Magic Attack 2: RBDs

Using Voronoi SOP to create wood splinters for the tower’s door | Creating a system to use lightning bolt particles that trigger the RBD activation | Using a volumetric scalar field to activate RBD objects | Setting up constraints in SOPs using Connect Adjacent Pieces SOP and adding constraint attributes | Pre-fracturing the stone tower | Rigid Body Dynamics: destroy the tower asset, while learning about art-directing RBDs | Advanced manipulation of constraints in a SOP Solver | Creating custom forces with Pop Wrangles and CVEX to control RBD objects | Using CVEX to create a custom sleeping system to optimize simulation times

Week 6 | Magic Attack 3: Volumetrics

Using CVEX and point clouds functions to define smoke emission areas | Using CVEX to interpolate the emission points for fast moving objects | Creating a smoke source | Setting up a clustering system with dynamic DOPNET start frame | Generate a smoke simulation to enhance the tower destruction effect | Creating and caching of the collider objects| Dynamic container resizing | First look at gas microsolvers such as: Gas Match Field, Gas Field Wrangle, Gas Blur, Gas Calculate | Volume compression and caching wedges to disk | Importing wedges using a FOR LOOP and Python | Custom gas disturbance workflow for fractal-like detail

Week 7 | Magic Attack 4: Lighting & Rendering

Setting up a shader for the character using the Principled Shader | Exploring different lights in Houdini, i.e. environment light for HDRI | Using the Material Shader Builder to create a custom displacement material for the tower | Creating shaders for the door and environment | Using the Geometry Light for interactive particle lighting | Setting up particle shaders | First look at Mantra, Houdini’s render engine | Rendering the tower scene including particles, RBD and smoke | Bonus content: Using COPs for basic compositing of render passes

Week 8 | Flip Fluids Simulation

Using procedural techniques to create the main flip particle source | Setting up, examining and tweaking the Flip Solver | Adding a ‘pre-roll’ particle source to decrease simulation times | Setting up an additional emitter to add control over water level | Using gas microsolvers and SOP scalar fields in order to control Gas Turbulence and Gas Vortex Confinement | Creating a complex system for custom splashes around bigger rocks using SOPs, Pop VOP and Pop Wrangle | Using noise functions in CVEX | Setting up colliders for Flip simulations | Caching to disk using Fluid Compress SOP

Week 9 | Whitewater Simulation

Detailed look at Particle Fluid Surface SOP for flip meshing & caching | Introduction to the Whitewater Source SOP | Setting up clustering/wedging for whitewater simulation | First look at Whitewater solver & emitter in DOPs | Breaking up foam using a custom POP VOP | Manipulating the Whitewater solver for custom particle classification in SOP Solver | Deleting leaking particles | Importing whitewater wedges | Advanced post-simulation point manipulation techniques for whitewater particles

Intro to FX Using Houdini
WHAT YOU’LL LEARN
Instructor

Your journey starts here

Timothy is currently an FX TD at Goodbye Kansas, having worked 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 has also done a number of Master Classes, for Bournemouth University and Staffordshire University.

REQUEST SYLLABUS
STUDENT INTERVIEWS
Simulating Tower Destruction
Simulating Tower Destruction
Simulating Destruction in Houdini
Simulating Destruction in Houdini
SUMMER TERM REGISTRATION
Apr 29, 2021 - Jul 19, 2021
ONLY
$749
COURSE BEGINS
January 23rd

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Oliver Wildt

It is a great course! The instructor seems to really want to teach people and not just show how stuff is done.

Peter Tong

I really liked the course and the way it was taught. I’m excited about VEX coding and would like to learn more. Looking forward to your more advanced course coming soon. Thanks for your great work!

Grzergorz Olesniewicz

I like how instructor structured and taught this course. Having knowledge doesn’t always mean you have the skill to pass it on to someone, but this instructor definitely has it, and that’s why I find this course so awesome.

Martino Ferrara

For a beginner like me, this course was a real game changer. I struggled a lot, every week, but I know for sure that mastering these materials will be the foundations of my future works, and that’s really motivating!

Alasgar Hasanov

Thanks for such a unique and interesting course! The course was for sure very unique and intense—the most intense Houdini course I have taken!

Peter Anlauf

Manuel Tausch is an extremely high-skilled, positive and passionate teacher. It was a very challenging yet welcoming learning atmosphere throughout the course.

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Personal Feedback

Receive personal individual feedback on all submitted assignments from the industry’s best artist.

1+ Year Access

Enjoy over 365 days of full course access. This includes all lectures, feedback, and Live Q&A recordings.

Certificate of Completion

Earn a Certificate of Completion when you complete and turn in 80% of course assignments.

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Intro to FX Using Houdini
BENEFITS

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We can help with admissions questions, portfolio review / course recommendations!

SUMMER TERM REGISTRATION
Apr 29, 2021 - Jul 19, 2021
ONLY
$749
COURSE BEGINS
January 23rd
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