Houdini 17/17.5 include a number of excellent updates/additions to destruction workflows. In this presentation, Keith will discuss how his preferred destruction workflow has evolved with these new features. He’ll also compare bespoke techniques to built-in solutions & use the example scene from his recently revamped CGMA ‘Mastering Destruction in Houdini’Read More →

What does it take to create photo-realistic furry creatures? We will try to answer that question by looking back at some of the recent creatures that have come through Framestore IA, and exploring the various grooming techniques we have developed in our department. AHMED GHARRAPH | Joint Head of CGRead More →

Houdini use is getting more and more prominent within both bigger and smaller studios. As a freelancer I work for a lot of different studios. Both on-site and remote. It’s interesting to see the increased use, but also the different integration of the software in the pipeline (or lack thereof).Read More →

Learn about Pixar’s brand new RenderMan for Houdini plugin, completely rewritten to support the latest interactive workflows in RenderMan. Sarah Forcier will demonstrate RenderMan’s greatly improved integration with Houdini, including interactive modeling, shading, and lighting. Sarah will also highlight features like seamless support for Houdini’s geometric attributes, and the additionRead More →

Let’s finish up our Scatter HDA and get some VEX code in place to handle the data on the points, so we are instantiating foliage in Unity. This lesson is part of a larger collection of tutorials which you can access here along with project files: https://www.sidefx.com/learn/collections/pdg-for-indie-gamedev/Read More →

Now that we have the HAD which is responsible for the texturing of the terrain, let’s get it hooked into the TOP network so it is producing the textures for our terrain inside of Unity. This lesson is part of a larger collection of tutorials which you can access hereRead More →

Learn from Xanthos Vouldis, Game Director at DMM Games, on how their tiny team (2 people!) used Houdini’s procedural workflows for Exile Skies – a 3D mobile game – for a variety of gamedev art, including terrain generation – saving them time, and allowing for quick iterations at any stageRead More →

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