Unit length = 1m
Unit mass = 1kg
geo
Assemble
Connectadjacentpieces
Peak
Creep
Action | Shortcut |
---|---|
Toggle render view | shift r |
Split window | alt [ |
Split window | alt ] |
Close window | ctrl w |
Dashbox | ctrl d |
Focus | ctrl alt s |
Action | Shortcut |
---|---|
Create | c |
View mode | v |
Select everything | n |
Toggle quad view (orthographic and perspective) | b |
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 |
Action | Shortcut |
---|---|
list shots | alt l |
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 VEX editor | Alt e |
Split viewport | space b |
Grow selection | Shift g |
Shrink selection | Shift s |
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))
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. The code language used to write shaders. 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.
Name | Description |
---|---|
Supercharged R7 | GUI & Workflow Enhancements |
MLOPs | Machine Learning Plugin for Houdini |
GSOPs | Gaussian splatting in Houdini |
Operator Type Library (or Houdini Digital Asset library)
Link | Description |
---|---|
qLib | A collection of tools |
BoomBox | Fracturing and art directing RBD sims |
Wrinkle Deformer | OpenCL wrinkle deformer |
Auto Rig Lite | Auto Rigger |
BoxCutter | BoxCutter Demo Houdini |
DASH | Quality of Life utilities package |
IPOPs | Geometry AOVs for Karma CPU & XPU |
Asset Handler | Generate HDA's with thumbnails & copy external files |
Material builder |
First, download ImageMagick
In C:\Users\flori\Documents\houdini20.0\houdini.env file, add
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"
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");
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
Labs project Dryad Biomes Terrain Handbook Procedural Rocks Integrating a Road into a Heightfield Project Pegasus Procedural racetrack tool
Spiral skinning
Rig fur dude with KineFX
Apex rig
Generating folder structures
Process Multiple Objects with TOPS
2D animation
Animating Characters
Files in the packages folder
{ "env": [ { "HOUDINI_USER_PREF_DIR": "P:/Houdini__HVER__" }, { "HSITE": "P:/Houdini" }, { "HOUDINI_DESK_PATH": "P:/Houdini/desktop" }, ] }
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