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Houdini Procedural Spline Modeling

Taught by Andrew Lowell

 
Course Number:
HOU120
Software Version:
17 
Original Run Date:
November 2018 
Duration:
6 hours 43 minutes 
3D
  • 0
  • 0
  • 771
Solid geometry foundations are the key to being an efficient junior artist, a solid mid-level artist, and diving into advanced setups as a senior. A good knowledge and understanding of proceduralism, vector math, rotation, and population, and look development will benefit any Houdini FX TD at any level.

This course will guide you through two procedural generation exercises of wasp nest formations. Starting from a thorough analysis of reference and a set of creative objectives, you will use Houdini's proceduralism to produce a completely procedural as well as realistic end result.Techniques involved will use both low-level foundations and modern VDB and surfacing methods including:

Vops and VEX for vector math
Matrix and rotational operations
Distribution methods
Fracturing and surfacing
Geometry optimization
Efficient copy techniques
Terrain adaptation
Noise algorithms and properties

For many years Andrew has been recognized by industry as an FX TD and trainer. Movie credits include Mummy 3, Aliens in the Attic, Invictus, Thor, Sucker Punch, Transformers 3, Jack the Giant Slayer, and Ender's Game. He's worked at a variety of studios, including Digital Domain, Rhythm and Hues, and Animal Logic. Lowell has conducted many seminars around the world, written articles, authored a Houdini book, and also conducts formal training at dedicated institutions such as Animation Workshop and fxphd.
 
https://www.fxphd.com/wp/wp-content/uploads/course-previews/hou120.mp4
Houdini Procedural Spline Modeling
Watch our overview of the course

course syllabus

Class 1: Introduction
Introduction to the procedural spline modeling style

Class 2: Basic Wasp Nest, Part 1
Procedural modeling using population, direction, length, and noise

Class 3: Basic Wasp Nest, Part 2
Procedural surfacing Techniques

Class 4: Basic Wasp Nest, Part 3
Adding additional FX elements

Class 5: Basic Wasp Nest, Part 4
Basic wasp nest, finalization, and global noise

Class 6: Advanced Wasp Nest, Part 1
Population and custom surface shaping

Class 7: Advanced Wasp Nest, Part 2
Directionality using vector math and noise

Class 8: Advanced Wasp Nest, Part 3
Advanced surface shaping and attributes

Class 9: Advanced Wasp Nest, Part 4
Advanced wasp nest. Exacting geometry and logical problem solving with proceduralism.

Class 10: Advanced Wasp Nest, Part 5
Advanced wasp nest. Additional elements and finalization/conclusion.

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