Brain II

Site Tools


start:knowledge:software:houdini_knowledge

This is an old revision of the document!


<< Back

Houdini

Unit length = 1m
Unit mass = 1kg

Houdini Help pages

Handy Nodes

geo
Assemble
Connectadjacentpieces
Peak
Creep

Good to know

A dotted line means that it's referencing a certain node (so for example, no extra particles will be added(check with the middle mouse))

Shortcuts

Action Shortcut
Toggle render view shift r
Split window alt [
Split window alt ]
Close window ctrl w
Dashbox ctrl d
Focus ctrl alt s

Viewport

Action Shortcut
Create c
View mode v
Select everything n
Toggle quad view (orthographic and perspective) b
Selection group Enter 9

Network editor

Network editor

Action Shortcut
Group nodes shift z
Merge nodes shift click multiple outputs, alt click to merge
Switch between workspaces n
Create duplicate alt-drag
Create referenced duplicate ctrl-shift-alt-drag
Switch input wires around Shift R
Connect nodes with drawn line hold J
Organizing
Notepad shift p
Underlay shift o
Line out l
Wiring style shift s
Create re-route hold Alt
Align selected nodes Shift a

MPlay

Action Shortcut
list shots alt l

Task Operators

Action Shortcut
Cook node Shift g
Dirty node Shift d
Dirty and Cook node Shift v

General

Action Shortcut
Switch inputs Shift r
Select s
Scale e
Rotate r
Translate t
Handles Tool enter
View mode spacebar
Snaping pie menu x
Wire only q
Wire over shaded shift w
Parameters p
Cut wires y
Enlarge parameter box Ctrl e
Color nodes c
Perspective spacebar 1
Front spacebar 3
Sticky note shift p
Network overview o
Go up in node hierarchy u
Clean up the network/layout all l
Full screen ctrl b
Focus on object ctrl click on geometry
Zoom in/out alt right mouseclick
Graph editor v
Network Box shift o
Change node shape z
Home g
Display options d (In viewport)
Transformation mode m
Render selection view Shift drag
Place key Alt click
Remove key Ctrl click
Open external (word/VEX) editor Alt e
Split viewport space b
Grow selection Shift g
Shrink selection Shift s
Make font bigger Ctrl +
Make font smaller Ctrl -

Different types of context

Object = Object type nodes in an Object type folder. These Object nodes allow you to build transform constraint hierarchies. Geometry type Object nodes contain SOP nodes that construct and modify geometry that inherits any transforms at the object level.

SOPs = Surface OPerators or geometry nodes that are inside an object folder. These are used to construct and modify geometry. Any kind of geometry from polygons to volumes.

DOPs = Dynamic OPerators or simulation/solver nodes that are used to construct simulations. Simulations read in geometry from SOPs and pass this data into the DOP solvers.

SHOP = SHading Operators are materials that represent a shader to apply to geometry. Some are hard-coded with vex and others are folders that you can dive in to and modify the VOPs inside.

VOPs = Vector OPerators inside VOP network nodes are used for everything from building shaders to modifying geometry, volumes, pixels, and more.

VEX = Vector Expression Language, a custom language loosely based on the C language, but takes ideas from Cas well as the RenderMan shading language. VEX is not an alternative to scripting, but rather a smaller, more efficient general purpose language for writing shaders and custom nodes. VOPs are wrappers around VEX code snippets. CVEX = Context agnostic Vector Expression Language. This has replaced all the VEX specific contexts throughout Houdini. It is a generalized language that uses the same environment and functions anywhere inside Houdini. COPs = Composite OPerators in composite type folders. Used in image compositing operations. ROPs = Render OPerators in side ROP Output directories that are used to create render output dependency graphs for automating output of any type of data and for triggering external processes like rendering. Commonly used to generate sequences of geometry, simulation data and trigger Render tasks that generate sequences of images to disk. CHOPs = CHannel OPerators used to create and modify any type of raw channel data from motion to audio and everything in between. Most users safely ignore the CHOP context, and so can you, for now. Put it on the “get to it later” list when learning Houdini. But definitely keep it on the list. ===== Add-on's ===== ^ Name ^ Description ^

PDG_IMAGEMAGIC = "C:\Program Files\ImageMagick-7.1.1-Q16-HDRI\magick.exe"
PDG_FFMPEG =  "C:\Program Files\ImageMagick-7.1.1-Q16-HDRI\ffmpeg.exe"

==== Python ==== Houdini shelf tool for fast theme switch
TextToMtlX ===== Expression functions ===== centroid(surface_node, type)
detail(surface_node, attrib_name, attrib_index) ===== VEX ===== Remove Points by ID

if (rand(@id*ch('seed'))>chf('ratio'))
{
removepoint(0,@ptnum);
}

Create vector based on relative location from point 2nd input

vector a = point(0, "P", @ptnum);
vector b = point(1, "P", 0);
@v = (a-b);
@v *= chf("mult");

Point normals outward

vector a = set(0,0,0);
@N = normalize(a + @P);

Change particle size in LOP's
In Primitive, select “All Geometry Primitives”
Also tick on “Run on Elements of Array Attributes”

@widths = ch("pscale_mult");

===== Links ===== ==== Premium ==== Houdini School
Theory accelerated
Particles
Rohan Dalvi
====Vex==== VEX-snippets
JoyOfVex
VEX for artists
==== General ==== CG Wiki
Houdini Resources
The Vault Manual
Applied Houdini
HoudiniSimon
Nick Taylor
Houdini Blueprints
Convert hipnc to hip files
Getting Started With Houdini
Nitzan Tregerman
Jake Rice Blog
TOPs
Blooming flowers
Simulate Paint Smearing
Unwrapping
Pixelfondue
Konstantin Magnus
Andreas Kjær-Jensen
Creating an CGI Crystal ==== FX ==== Creating Lightning with VEX ==== Terrain ==== Labs project Dryad Biomes
Terrain Handbook
Procedural Rocks
Integrating a Road into a Heightfield
Project Pegasus
Procedural racetrack tool
==== Volumes ==== Intro to Houdini Volumes, Clouds, and Volume VOPs
==== Rigging ==== Spiral skinning
Rig fur dude with KineFX
Apex rig
Generating folder structures
Process Multiple Objects with TOPS
2D animation
Animating Characters ==== Programming ==== How not to suck at Python
Extending Houdini with C++
==== DemoScenes/HDA's ==== richlord
superphotoreal.gumroad
Examples of Neural Networks built with VEX ==== CHOPs/Touchdesigner ==== What I Found ==== SOPs ==== SOP Quicktips
PathSequencer - The Easiest Way to Instance & Retime
==== COPs ==== COP Quicktips
Crystal Fluorite in Houdini 20.5
How to Create Organic Textures
SOPs to COPs to Karma
Draw geo and material modification ==== TOPs ==== Product Proceduralization
TOPs Masterclass ==== LOPs ==== Solar Eclipse
MultiShot Workflows
Intro to Solaris ==== UI ==== John Kunz UI Customizations for Houdini 19 ===== Pipeline ===== Files in the packages folder
==== Preferences ====

{
    "env": [
        {
            "HOUDINI_USER_PREF_DIR": "P:/Houdini__HVER__"
        },
        {
            "HSITE": "P:/Houdini"
        },
        {
            "HOUDINI_DESK_PATH": "P:/Houdini/desktop"
        },
    ]
}

==== Imagemagick ==== First, download ImageMagick
In C:\Users\flori\Documents\houdini20.0\houdini.env file, add

{
    "env": [
        {
            "PDG_IMAGEMAGIC": "C:\Program Files\ImageMagick-7.1.1-Q16-HDRI\magick.exe"
        },
        {   
            "PDG_FFMPEG": "C:\Program Files\ImageMagick-7.1.1-Q16-HDRI\ffmpeg.exe"
        },
    ]
}            

Houdini.env $HOME Houdini Environment Setup Houdini Setup HSITE ==== Assets ==== Megascans Karma USD

start/knowledge/software/houdini_knowledge.1746784561.txt.gz · Last modified: by florian