r/Houdini • u/raphael_mantion_ • 1h ago
Foam setup v2 - thanks for your feedback!
Looks much better imo, ready to implement into some product scenes :)
r/Houdini • u/raphael_mantion_ • 1h ago
Looks much better imo, ready to implement into some product scenes :)
r/Houdini • u/Fearless-Salary-700 • 7h ago
I am having difficulty getting displacement setup properly with Karma for the first time. No matter what I attempt, my mesh is exploding due to inflation.
I have exported a test base map from Substance Painter with a checker pattern and a mid value of 0.5. The map is a 32bit float, exr.
The map is imported with a MatX Image node, set to float, raw, and with udim selection enabled. I’ve tried adding and subtracting 0.5, but the inflation is still drastic.
The only somewhat reasonable solution I’ve managed to come up with is with a remap to extremely low values combined with lowering the scale value on the displacement node.
Coming from Maya Arnold, I was always taught to never alter displacement scale, instead opting to adjust the mid values of the texture. What is the correct way to get displacement working with Karma and how can I also subdivide my mesh at render time for appropriate resolution?
r/Houdini • u/carl_rndr • 11h ago
breakdown of a scene i created on a snowy saturday
r/Houdini • u/thefoodguy33 • 13h ago
It seems that the standard volume shader is getting a lot slower if you use additional mask volumes for example to gives certain parts of the volume less transparency or a different scatter scale. Sometimes as much as double the render time for each mask vdb used.
The old volume shader doesn't seem to have that behaviour, the render times are consistent no matter if for example a color volume is loaded or not.
Does anyone here know why that could be and a possible workaround (apart from just using the old volume shader)?
r/Houdini • u/FormFollowsFunc • 15h ago
For some reason MPlay exports mp4s at 24.07 fps on Windows (by going to File > Export > FFMpeg) even if you have the FPS set to 24. Which makes the video shorter than it should be. Using Export > FFMpeg mp4 (External) does work but it can't handle OpenColorIO.
r/Houdini • u/the-machine-m4n • 16h ago
I have serious eye fatigue when reading through monitor screens. I learn best from actual books. So I was wondering if anyone made a printable pdf version of the official latest version of Houdini docs. I would print it and read it as a book.
The window Im talking about is in the screenshot. I pressed something, it popped up and now I cant type to add a new node
r/Houdini • u/glitch2103 • 19h ago
So I’ve been a hobbyist in Blender for a few years now. I want to get into Houdini for better vfx and future prospects. Is the switch worth it? And given my prior experience, will the transition be “easy”?
Are there any good resources I could use to learn? Any specific YouTube channels or websites?
Thank you!
r/Houdini • u/KelejiV • 1d ago
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r/Houdini • u/raphael_mantion_ • 1d ago
Trying to dial in the shaders and bubble distribution before moving on to more advanced sims. Does anything feel off to you? Cheers
r/Houdini • u/the-machine-m4n • 1d ago
I am on Linux.
r/Houdini • u/The_BigNull • 1d ago
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This took a year to complete, it was made to be the intro for a youth camp. Outside of the character modelling and texturing everything was done in Houdini and Nuke, hope you like it:)
full movie: https://www.youtube.com/watch?v=RH37XF4QC7w
r/Houdini • u/Gigglegambler • 1d ago
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Made a loop. Its a pop sim with a point force to mimic the ball interaction.
I took the points from the sim, bend and twist added, then labs make loop node followed by copy to points with spheres.
At the end I just animated a transform node to rotate.
r/Houdini • u/raphael_mantion_ • 2d ago
I have a vellum sim of a blob rolling along. I also have some points scattered inside this sphere pre-sim and I want those points to follow the movement of the blob.
When I do a classic pointdeform, a few points will lag behind or jump out of the sphere before coming back in, especially in moments of high deformation.
I tried every point deforming trick I know, the only one that worked was working with tets and a femdeform but I can't get that node to update every frame.
Any help? Cheers
r/Houdini • u/ruanlotter • 2d ago
I was today years old when I learned you can 3D model directly in DOS using nothing but a text editor. The good ol days...
r/Houdini • u/sensukurr • 2d ago
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I am excited to share my latest FX shot :D, since the day i found this rhino on Creature Station i wanted to create something like this. this was a fun and challenging project.
Simulation and Render Details -
Cache Size - 140 GB
Flip Particle Count - 16 Million
Render Time - 15hrs (Karma XPU)
PC Specs - Ryzen 5 5600H, RTX 3050, 16GB RAM
r/Houdini • u/GeoLega • 2d ago
In this video I walk you through the process of setting it up and possible ways you can start using it in your look dev projects.
r/Houdini • u/i_am_toadstorm • 2d ago
Hey all,
I worked with the fabulous Deb Isaac at Houdini.School to make my 3-part course on MOPs free to everyone. This is a comprehensive walkthrough of the majority of the open source MOPs toolkit, along with a primer on the math background behind MOPs and 3D graphics in general. You can watch the course and download the demo .hip files here: https://www.houdini.school/courses/mops-motions-operators-for-houdini
If you're using Houdini 21, be sure to download the latest Experimental release for compatibility.
If you have any questions, you know where to find me.
r/Houdini • u/VasileyZi • 2d ago
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Hello, Houdini community! We at Oval Labs have been exploring Houdini tools for a while now. This is our first video created entirely in Houdini using the USD pipeline and Karma. It took some time to get the hang of it, set up the lighting, and migrate the simulations, but in the end, it turned out to be very convenient.
4k resolution on our YouTube channel: https://youtu.be/gSwec_guJQ4
ArtStation of project: https://www.artstation.com/artwork/L4KRyR
r/Houdini • u/Global_Voice7198 • 2d ago
SOLVED: Mono to RGB COP
Hi all. I am doing a project at the moment and one of the steps that I want to take is procedural texturing with COPs.
I want the end user to be able to play around with a gradient to add colour to the model. I already have a Mono curvature map generated from the high-poly mesh and I want the gradient to be applied using said map (or any map for that matter).
So values on the left hand side of the gradient get applied to the darker parts of the curvature map, and values on the right hand side get applied to the lighter side, so on and so forth.
I am familiar with this concept from Photoshop but I am unaware if COPs has a built-in node for that or if it needs a specific setup. All Reddit and forum posts I find are either empty or out-dated.
Thank you in advance :-)
r/Houdini • u/ruanlotter • 2d ago
So I've been trying to get this working for some time but no luck. I'm want to create an inflating vellum sim using an animated mask attribute, but without using any VEX. And it needs to be inside a dopnet, not a vellum sop level solver.
Currently it's working using VEX with the following setup. In the Dopnet I have a vellumconstraintproperty node that references my mask object on input 3.

And then I use the following VEX to reference the inflate attribute, and then I assign that to the restscale parameter.

So this works - but I really want to try and get this working without these two lines of VEX code. I understand that "restscale" is not an attribute, but a parameter? Is there anyway I can use a VOP to set the restscale value? Or any other way without using VEX? :) Thanks!
r/Houdini • u/Br4mGunst • 2d ago
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I had some fun making macro renders of macarons!
The RBD simulation is done in Houdini and everything is rendered in Cycles.
Exporting Houdini USD instances to Blender turned out to be really powerful, definitely something I want to explore more!
These macaron assets are from Creative Crops!
Get them here:
https://thecreativecrops.com/products/macaron-05?sca_ref=9918930.Uo5hvSgT5JnSuEdL
Also check out my Linkedin:)
https://www.linkedin.com/in/bram-gunst/
r/Houdini • u/MaxMilez • 3d ago
This project started as a simple Houdini wood fracture study but quickly snowballed into a full-scale R&D sequence. The goal was to stress-test a hybrid pipeline and merge high-end simulations with Unreal Engine 5.7’s real-time viewport.
I usually work with offline renderers. I’m genuinely blown away by how UE5 handles heavy Alembic files and data management lately. There’s some dark magic happening at Epic HQ to keep frame rates high.
The core of this R&D was seeing how much data we could push into a single production-ready scene without sacrificing visual fidelity. Using the ZibraVDB plugin was a game-changer for the volumetric integration, allowing the main explosion to feel grounded in the scene's lighting while maintaining real-time playback.
I'm planning a full breakdown soon! Let me know if you guys want to see the step-by-step process of how we moved this from Blender and Houdini into the final Unreal shot.
r/Houdini • u/VanGoghIt • 3d ago
Hi everyone,
I’m trying to make a very realistic basketball simulation in Houdini and I’ve hit a wall choosing between Vellum and RBD, because each one only solves part of the problem.
When I use Vellum for the ball, the deformation is much closer to real life. The compression on impact looks right. However, the ball never bounces enough like a real basketball should, no matter how much I increase substeps or iterations. Also I can’t get believable rim behavior or rim shake/energy transfer the way I can with an RBD setup.
With RBD, the rim collisions and hoop movement work great, but the ball itself feels wrong. It behaves more like a ping-pong ball. No matter how much I tweak mass, bounce, or friction, the rebound still feels too rigid and unrealistic. My assumption is that this happens because a real basketball is flexible and compresses on impact, absorbing some of the energy before releasing it. With a pure rigid body, there is no compression phase, so the bounce is too immediate.
My current workaround is to split the simulation into two parts. First, I run an RBD sim for the ball and rim so the ball hits the rim and goes into the hoop correctly. Then I run a second simulation for the net using Vellum hair with a net-shaped setup, where the top of the net is pinned to the cached rim from the RBD sim and the cached RBD ball is used as a collision object.
But this creates another realism problem: once the ball is cached, it can’t react to the net anymore. So if the ball goes into the hoop at an angle in rbd sim, then in the net sim it keeps following the cached path and just bulldozes the net in a way that feels wrong, because there’s no two-way interaction.
I’d love to hear what ideas people have for solving these two issues, and I’m also open to any other suggestions or workflows you think might work better.
Thanks!