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Check It Out Asset Bash
Introduction to the Houdini interface will break down and explain the Houdini interface for the new user. Most importantly, we will examine what makes Houdini’s interface so powerful. Much of this power comes from the interface operating much like a file system.
In this tutorial, we examine curves in Houdini. Curves are an essential part of 3D modeling. Houdini has the unique ability to work between NURBS curves and polylines seamlessly. For instance, we can embed attributes along the parametric curve like UV with NURBS. We can then easily convert the curves to polylines, maintaining any attributes. We can then use VOPS or VEX-based methods for controlling new attributes. In addition, these can drive any number of things. The procedural control makes it possible to manipulate any attribute we want. The workflows outlined can handle stuff like object instancing, scale along the curve, or any number of other effects. It is also possible to maintain a consistent point count between the two types. Keeping a point count is imperative to creating good tools that can create objects at various resolutions. Houdini also has the typical curve tools. We examine how to set up standard operators. For example, standard operators are nodes like revolves and other curve-based effects, like sweep and carve.
One of the last public things I did before the pandemic lockdown in March of 2020 was photographing two ancient Assyrian tablets at the Getty Villa for photogrammetry reconstruction.
With Houdini height-fields for terrains, we cover the basics of creating landscapes in Houdini. Houdini height fields are 2-dimensional volumes.
Volumetric Video for virtual reality using Google Jump, Houdini, and Nuke. I love the visual aesthetic of point clouds and their ability to represent and recreate three-dimensional space
Last week I had the fantastic experience of filming Stan Lee with Stereo Red Weapons in 8k.