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Applied Houdini

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Liquids IV - Fluid Interaction

December 27, 2022

Use Vellum to make complex fluid interaction!

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In newest, lesson Tags liquids, vellum

Applied Houdini Fluids III - Ocean Flat Tank preview

Liquids III - Ocean Flat Tank

April 3, 2020

Create an ocean with an integrated FLIP simulation and whitewater!

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In newest, lesson Tags liquids, whitewater, flip, oceans

Applied Houdini Liquids II - Rapid Rivers preview

Liquids II - Rapid Rivers

September 3, 2019

Make a FLIP river simulation with whitewater, wetmaps, and more!

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In newest, lesson Tags liquids, whitewater, flip
Start making liquids today here: http://www.bit.ly/2G4xWrp In Liquids I, we will learn how to make liquid simulations with the FLIP solver! Really understanding the mechanics of FLIP will be the main focus, including in-depth explanations and visual aides to effectively explain how it works. We will also build a dynamic example of a liquid being sourced, collided with, surfaced, shaded, and rendered! Along the way I'll talk about some of my favorite tips, tricks, and workflow ideas as usual. Please note that this lesson is not free like the introductary lessons of the Particles, Volumes, and Rigids series as Liquids I is not for beginners. This lesson is for intermediate level Houdini users that already have an understanding of volumetric and particle simulations, and acts as an extension of those series! Please check out my free Particles I and Volumes I lessons at http://www.appliedhoudini.com if you are just getting started. Applied Houdini is a production quality oriented series created by Steven Knipping (https://www.imdb.com/name/nm3725241/), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: The Last Jedi, Avengers: Infinity War, Rogue One: A Star Wars Story). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

Liquids I - Fundamentals

April 7, 2019

Start making liquid simulations with the FLIP solver!

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In newest, lesson Tags particles, liquids, flip, water
Check it out here: http://bit.ly/2Ss1l2g Welcome back to Applied Houdini for Particles VI: Programming Behaviour! In this lesson we'll talk about how to have absolute control over everything every particle does at any time using the VEX language as well as programming concepts in general. In particular, we will address how we can create particles that individually make multiple decisions based off their surroundings and other criteria. All that plus some fun secondary procedural geometry modelling results in super detailed and complex effect! Along the way we'll talk about a whole bunch of my most favorite tips and tricks too, so get ready for one of the most exciting Applied Houdini lessons yet! Applied Houdini is a production quality oriented series created by Steven Knipping (vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Avengers: Infinity War, Star Wars: The Last Jedi, Rogue One: A Star Wars Story, Star Wars: The Force Awakens). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

Particles VI - Programming Behavior

December 4, 2018

Use VEX programming to control particles!

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In lesson Tags particles, vex
Get started with grains here: http://www.bit.ly/2D5njUW Particles V - Grains is here to teach you how to make epic snow/sand/mud effects with grains in the Vellum Solver, also known as PBD (point based dynamics)! In this lesson we will quickly learn how to efficiently simulate millions of tiny stacking particles in order to make a snowy expanse collapse into a sinkhole. Along the way we'll control various properties and constraints to control our grain simulation, as well as cover novel geometry and rendering based tricks to make our snow look as good as possible. Start playing with snow with grains today! Applied Houdini is a production quality oriented series created by Steven Knipping (vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Avengers: Infinity War, Star Wars: The Last Jedi, Rogue One: A Star Wars Story, Star Wars: The Force Awakens). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

Particles V - Grains

October 25, 2018

Make snow/sand effects with grains in the Vellum Solver!

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In lesson, newest Tags particles, particlesV, simulation, snow, sand
Go find it here: http://www.bit.ly/2M1lg4g Applied Houdini Particles IV - Physical Instances will teach you how to go beyond using particles to just simulate points, and instead treat them as physical things! When dealing with massive amounts of physical objects, it is no longer efficient (or even possible at all oftentimes) to use rigid body systems to get a quick and good looking result. Instead, we will customize the behavior of the particles both in the air and colliding with the ground to look great and simulate fast. Also covered in this lesson is an easy to implement growth/dissolving algorithm, better translucency shading, and more of my favorite workflow tricks. Start making impossibly detailed particle simulations now! Applied Houdini is a production quality oriented series created by Steven Knipping (vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Avengers: Infinity War, Star Wars: The Last Jedi, Rogue One: A Star Wars Story, Star Wars: The Force Awakens). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

Particles IV - Physical Instances

September 5, 2018

Simulate massive amounts of particles as though they were physical objects!

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In lesson Tags particles, simulation, instances, flowers, magic
Go make sparks, lightning, scorch marks, and more now: http://www.bit.ly/2IsU0KI Applied Houdini Particles III - Advanced Particles and Lightning is a two (or three? Or five!) in one lesson covering a wide variety of visual and technical topics surrounding the creation of lightning style energy bolts and photorealistic sparks! We will cover how to accurately portray the sub-frame curved motion blur necessary to make sparks look their best using advanced geometry manipulation skills, as well as build up an algorithm for art directing energy tree structures that track objects in the scene. Sparks will fly, source, collide, split, blur, and illuminate in this action packed lesson! Applied Houdini is a production quality oriented series created by Steven Knipping (vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: The Last Jedi, Rogue One: A Star Wars Story, Star Wars: The Force Awakens). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

Particles III - Sparks and Lightning

April 4, 2018

Create advanced sparks and lightning energy bolts with custom motion blur!

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In lesson Tags particles, magic, flow, particlesII
Go make awesome effects with Particles II - Velocity Fields now: http://www.bit.ly/2kL5GP0 Applied Houdini Particles II - Velocity Fields will teach you everything you need to know to make stunning particle effects with velocity fields! We will create two different effects in this course, one based off of a dynamic Pyro sim, and one using curl noise to wash particles around a surface. After simulating, we'll take our particles even farther by shading, shaping, and lighting them based on data derived from the sims themselves. You'll be making professional looking advanced particle sims in no time! Applied Houdini is a production quality oriented series created by Steven Knipping(vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: The Last Jedi, Rogue One: A Star Wars Story, Star Wars: The Force Awakens). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

Particles II - Velocity Fields

February 16, 2018

Create advanced particle flows using velocity fields!

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In lesson, newest Tags particles, magic, flow, particlesII
New free lesson available now! All about particles. Find all of my lessons on appliedhoudini.com! http://www.appliedhoudini.com/#/volumes-and-rigids-complete-package/ In Applied Houdini Particles I, we'll learn all about how particles can easily give rise to complex effects. In this lesson we'll develop a magical effect from scratch, starting with learning the fundamentals of what makes a particle a particle. From there we'll develop techniques to effectively source, simulate, and afterwards refine the look and feel of our millions of particles. As with all of these lessons, efficient workflows and many of my favorite tips and tricks will help you leap ahead to a production quality final effect. Applied Houdini is a production quality oriented series created by Steven Knipping(vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: The Last Jedi, Rogue One: A Star Wars Story, Star Wars: The Force Awakens). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

Particles I - Fundamentals

February 16, 2018

Get started with particles now!

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In lesson, free lesson Tags particles, magic, fundamentals
"Rigids VI - Advanced chains" has arrived! Get it here: http://www.bit.ly/2xLrDlu In Rigids VI, we'll learn how to create fast, stable, and easily art directable chains that can be used for all kinds of situations. Common pitfalls of naive approaches will be discussed, while demonstrating advanced constraint chaining, positioning, and orienting techniques to overcome them. Once created, we'll strategically break both the chain links and their constraints as well. Other topics include creating and understanding a hinge constraint, having a bunch of coins fall out of the safe, and some fun approaches to making magical lighting and particle effects! And as always, a whole bunch of production-ready tips and tricks to streamline the whole process will be implemented as well. And by overwhelming demand, you can get all six rigids lessons in discounted bundle here: http://www.bit.ly/2xLA7J9 Or if you've really been holding out, you can now find the entire Volumetrics and Rigids series together here: http://www.bit.ly/2yuvVB7

Rigids VI - Advanced Chains

February 16, 2018

Create, control, and break chains!

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In lesson Tags rigids, chains, magic
Get it now at www.appliedhoudini.com/rigids-v In Rigids V, we'll create a series of blasts whose shape and position are based off of a dynamic laser gunfire simulation! We'll design the shape of the explosion at each laser bolt impact by controlling the sources of the new rigid body debris, particles, streamers, and smoke. Several commonly (and easily) used math topics are introduced here in order to achieve professional and art directable results, including quaternions, cross, and dot products. A professional workflow will as always be demonstrated to keep all of this organized and efficient, plus lots of advanced tips and tricks. The final renders will even be brought to life with illumination from the lasers themselves! Applied Houdini is a production quality oriented series created by Steven Knipping (vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Rogue One, Star Wars: The Force Awakens, Avengers: Age of Ultron). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

Rigids V - Dynamic Blasts

February 16, 2018

Rapid fire rigid and particle bursts!

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In lesson Tags destruction, particles, rigids
Get it now at http://www.appliedhoudini.com/rigids-iv Applied Houdini is a production quality oriented series created by Steven Knipping (vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Rogue One, Star Wars: The Force Awakens, Avengers: Age of Ultron). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space! In Rigids IV, we're going to use Houdini 16's new Boolean SOP to learn how to fracture and subfracture (and sub-subfracture!) a large chunk of terrain that we'll make from scratch. We'll learn how to make a powerful workflow to surround this new production studio-class fracturing tool, as just knowing how to do the fracture is not enough. We will need to make every step of the way completely art directable, as well as efficient to create, to cache, to simulate, and to render. Along the way we will learn more scripting techniques, simulation tricks, and production tested tips in order to arrive at our exciting result!

Rigids IV - Terrain Destruction

February 16, 2018

Rapidly fracture and control terrain destruction!

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In lesson Tags terrain, destruction, rigids
Please note: Rigids III is a 5 hour ultra-lesson, essentially 2 in 1! Plus, it comes with a free high resolution helicopter for you to keep and use however you want! Get it now on CGCircuit: http://www.appliedhoudini.com/#/rigids-iii/ Check out the entire Applied Houdini catalog in one place here: http://www.appliedhoudini.com Applied Houdini is a production quality oriented series created by Steven Knipping (vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Rogue One, Star Wars: The Force Awakens, Avengers: Age of Ultron). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space! In Rigids III we will tackle the complex task of destroying a vehicle! Included with the lesson is a high resolution helicopter that we will smash into the ground. We talk extensively about the mysterious "hard" and "cone twist" constraints, as well as strategies to combine them with the "glue" constraint in order to achieve the looks of different physical materials under stress. Perhaps most importantly, an efficient workflow is described in order to keep this complexity manageable as well as art directable. As a bonus, we will also render our final work in Mantra as well as export to the Alembic file format in order to read into other packages if we desire.

Rigids III - Vehicle DEFORMATION

February 16, 2018

Metal deformation and joint articulation for destroying vehicles!

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In lesson Tags rigids, vehicle, destruction
Master building destruction today: https://bit.ly/3fyV3cu Applied Houdini is back with a huge upgrade to one of my most popular tutorials, Rigids II - Structure Destruction! In this lesson we're going to procedurally model a building that takes advantage of geometry instancing in order to create a super memory efficient and detailed rigid body simulation that is still art directable! This beautiful concrete and glass building will be held together with a custom constraint system, and then blown up over and over again when we run a bunch of simulations using Houdini's new Procedural Dependency Graph (or PDG) workflow. These "wedges" will use TOPs nodes to run sims at the same time, render previews, burn in text, and even create final movies on disk that we can use to make decisions about our sim settings. Once we converge on a simulation that we like, we'll shade, light, and render it in Mantra - but also as a bonus, I'll show you how to optimally import our result into Solaris as well, using LOPs to bring our still instanced-enabled geometry over to USD so we can render our building collapse in Karma. There's a lot to learn and love in this new update, and I hope you have fun exploring all the new ways making detailed destruction in Houdini is better than ever! Applied Houdini is a production quality oriented series created by Steven Knipping (https://www.imdb.com/name/nm3725241/), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: Rise of Skywalker, Star Wars: The Last Jedi, Aquaman, Star Wars: Rogue One). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space.

Rigids II - Structure Destruction

February 16, 2018

Rigid constraints and forces to break buildings!

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In lesson Tags rigids, structure, destruction

Applied Houdini Rigids I version 2.0 - Fundamentals is here!

Rigids I - Fundamentals

February 16, 2018

Get started with rigid body destruction!

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In lesson, free lesson Tags rigids, fundamentals
Applied Houdini is here with one of my most exciting lessons yet - Volumes VI, Controlling magic! Handle complex volume effects with ease today: https://www.bit.ly/3aYNNaS In this lesson we're going create a multi-layered magical scene using all kinds of advanced volume manipulation techniques. Instead of always using Pyro, we'll begin by creating procedurally generated volumes that look great but are actually designed without simulation. Much of this will be accomplished via art directable volume deformations, with two different robust techniques implemented effeciently in VEX code. In addition to shading, lighting, rendering, and compositing topics, we'll also design a custom vortex velocity field in order to drive some final simulations. By the end of this lesson, you'll have the confidence to control any kind of volume effect, both magical or otherwise! Please note that this lesson is an all new topic in the Volumes series! Volumes V v2.0 replaced the old Dynamics/Volumes VI. Applied Houdini is a production quality oriented series created by Steven Knipping, currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: Rise of Skywalker, Avengers: Endgame, Aquaman). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space.

Volumes VI - Controlling Magic

February 16, 2018

Create magical effects with volume deformations and custom velocity fields!

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In newest, lesson Tags volumes, magic, advanced, vex
Welcome to Applied Houdini Volumes V - Explosions, where we'll talk all about how to simulate, shade, and render a cinematic explosion in Houdini! Master complex explosion simulation and rendering today: https://www.bit.ly/2ZsAPMd We'll start by learning to create and control combustion style simulations in the sparse pyro solver, and then take it further by using PDG to run a bunch of wedged sims so that we can work more effeciently. Custom simulation and post-simulation techniques, together with custom shader and lighting strategies, will allow us to create production quality work in ways that out of the box tools just can't. After some compositing, we'll end up with a great explosion - but more importantly, the knowledge and confidence to hack solvers and shaders to create all kinds of effects! Master all this and more right now with Applied Houdini Volumes V - Explosions. If you bought either half of the previous version of this lesson (Dynamics V or VI) after June 1st 2020, you will receive an email from CGCircuit entitling you to this upgrade for free! If you bought the previous version at any time before June 1st 2020, you will receive a 50% off coupon for this lesson! Applied Houdini is a production quality oriented series created by Steven Knipping, currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: Rise of Skywalker, Avengers: Endgame, Aquaman). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space.

Volumes V - Explosions

February 16, 2018

All about explosion simulation and rendering!

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In lesson Tags volumes, explosion
Applied Houdini is back again for Volumes IV - Interaction, where we'll make a dramatic smoke simulation that billows out from a collapsing building! Master complex smoke and particle simulations today: http://www.appliedhoudini.com/blog/volumes-iv-interaction We'll begin by creating a sophisticated particle sim that is sourced from and interacts with a destruction cache. From these particles, we'll dynamically generate volumes and make changes to the standard Pyro collision and solver workflow in order to push our smoke simulation further than what we'd normally be able to do otherwise. As we iterate over our particle and smoke sims, we'll always be focusing on art direction as well as various technical strategies - including how to massively compress the caches we're writing to disk. And as usual, we'll even finish up by lighting, shading and rendering our work too. Though this lesson already comes with all the rigid body cache files you'll need, it also works great as a continuation of the Applied Houdini Rigids II - Structure Destruction lesson! So, improve your old work or learn something new with Applied Houdini today! If you bought the previous version of this lesson (Dynamics/Volumes IV) after March 1st 2020, you will receive an email from CGCircuit entitling you to this upgrade for free! And now for the first time, if you bought the previous version at any time before March 1st 2020, you will receive a 50% off coupon for this lesson! Please allow a few days for these coupons/entitlements to go out, thanks! Applied Houdini is a production quality oriented series created by Steven Knipping, currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: Rise of Skywalker, Avengers: Endgame, Aquaman). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space.

Volumes IV - Interaction

February 16, 2018

Control complex volumes with particles and collisions!

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In lesson Tags volumes, simulation

Learn more about how to make efficient simulations and renders today here: bit.ly/36y4Qee

In this lesson, we're going to talk about how to make a detailed, colorful, and fast smoke simulation by taking advantage of the Sparse Pyro solver. We'll start by sourcing our smoke with a particle simulation, and see just how the Sparse solver works to help us achieve high resolution results faster. We'll go over the most common types of lights and how they work with volumes, which we can then control further with material settings. We'll also cover a lot of universal volume rendering concepts, and how we can apply them to Mantra to both iterate faster interactively, while also making effecient high quality renders. Finally, these images will be manipulated post-render with Houdini's own compositing tools, to make our final images. Run better sims and understand more deeply how volumes are shaded and rendered today with Applied Houdini!

Applied Houdini is a production quality oriented series created by Steven Knipping (imdb.com/name/nm3725241/), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Star Wars: Rise of Skywalker, Avengers: Endgame, Aquaman). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

Volumes III - Rendering and Sparse Simulation

February 15, 2018

Making efficient, high quality volume renders! (Plus the sparse solver!)

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In lesson Tags volumes, rendering
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Featured
Dec 28, 2022
Talks IV - Import Rigid Body Sim to Unreal (Project Titan 2022)
Dec 28, 2022
Dec 28, 2022
Dec 27, 2022
Liquids IV - Fluid Interaction
Dec 27, 2022
Dec 27, 2022
Sep 21, 2020
Talks III - Rigid Body Fracturing with Solaris (Houdini Hive 2020)
Sep 21, 2020
Sep 21, 2020
Apr 3, 2020
Liquids Bundle
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Apr 3, 2020
Apr 3, 2020
Liquids III - Ocean Flat Tank
Apr 3, 2020
Apr 3, 2020
Sep 3, 2019
Liquids II - Rapid Rivers
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Sep 3, 2019
Apr 7, 2019
Liquids I - Fundamentals
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Apr 7, 2019
Dec 19, 2018
Super Bundle
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Particles VI - Programming Behavior
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