r/Houdini • u/R3animatr • 9h ago
Demoreel VFX Showreel 2026 | Igor Sandimirov
Hi everyone! I’d like to share a short preview of my showreel. You can watch the full reel on YouTube https://youtu.be/ifS32_6vaJU?si=QohLAwvANBQke0KB
r/Houdini • u/R3animatr • 9h ago
Hi everyone! I’d like to share a short preview of my showreel. You can watch the full reel on YouTube https://youtu.be/ifS32_6vaJU?si=QohLAwvANBQke0KB
r/Houdini • u/ivovanroy • 13h ago
I was lucky to present at today’s Houdini Hive in Tokyo. Still pretty nervous when it comes to these things. Not sure why I get asked, but happy people enjoy Houdini for games. Thanks everyone for the support. 🐥
r/Houdini • u/Gigglegambler • 1d ago
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Made a little ident for work. Vdb advection in a solver. Lots of help from the elders scrolls of OD forum.
r/Houdini • u/hototoCzech • 6h ago
Hello, I am making a simulation of cloth flowing from a shelf. I was thinking I would do it in two steps.
Firstly, simulate the cloth falling down and pull it into the shelf, so it drapes nicely. After that, do a second simulation where the cloth slowly flows out. I am using Attach to geometry constraints to move the cloth, but I am encountering problems making me question whether this setup is viable.
I managed to delete the first Attach to geometry constraints before the second simulation by overwriting the attributes. However, I don't know if I can change constraints like stiff and bend? If I use a second Configure cloth node, that would override my rest state, wouldn't it? I was hoping I could use this setup to have finer control how my cloth drapes before the main simulation without dialing it in over one large sim, but maybe I am wrong?
r/Houdini • u/Serhiikddo • 6h ago
Hi everyone! I'm sharing SpeedTree Bridge for Houdini, a free, open-source tool I've been developing to reduce the repeated setup involved in bringing SpeedTree assets into Houdini.
Version 0.5.2 imports OBJ/FBX exports with .stmat definitions and textures, builds materials for Arnold, Redshift or Karma, and supports OBJ and Solaris/USD workflows. You can also transfer a saved .spm project through an installed SpeedTree Modeler, then update manually or after saving.
A few practical details:
• Repeated updates keep the tree object and preserve transforms, existing shader edits and downstream SOP nodes.
• Solaris setup includes material bindings, a camera, optional lighting and a renderer-specific render output.
• Karma uses MaterialX and supports CPU/XPU settings.
• Camera framing accounts for transformed tree bounds and the render aspect ratio.
• The native UI has separate General, Materials, Render and Export tabs, plus batch .stmat import.
It's MIT-licensed, with source code, downloads and installation instructions here:
https://github.com/sdomasov269-maker/SpeedTreeHoudiniBridge
English interface screenshots and a longer overview:
https://www.artstation.com/artwork/xdd3mY
Current scope: static geometry. Wind animation, Alembic and automatic displacement aren't included. Local testing is documented for Windows, Houdini 21.0.596/22.0.368 and SpeedTree Modeler 10.2. Adapters target Houdini 19–22, but older versions still need end-to-end testing. Arnold/Redshift need integrations compatible with your exact Houdini build; live .spm export needs a Modeler edition with command-line export support. Those applications and licenses aren't bundled.
I'd appreciate feedback from people using SpeedTree in Houdini, especially on material transfer and update workflows. If you find a problem, please include your Houdini build, renderer version and reproduction steps in a GitHub issue.
r/Houdini • u/Positive_Ranger_9211 • 7h ago
Has anyone followed this tutorial by sidefx ? : (2) Houdini Water FX | Stormy Seas | 2 | Main Flip Simulation - YouTube
the tutor does a point deform to deform a simulated "calm ocean" on the ocean evaluted windy one, then animate boat according to that.
At this point it's simple and fine , but then he chooses to deform the boat for a higher res flip (that again will use the calm/smaller waves) so that after this sim, we can re-put the boat as original one.
Yeah I mean I don't explain it well maybe but I get the point, I'm just wondering is that's a usual workflow ?
I have seen it only once aside of here and don't get well the + of this workflow, as I have seen others that are easier, for example RBD sim, a Vector construction that can be deformed with ocean evaluate ,then the boat gets copied to the mid point of that vector,etc.
I'm not sure the tutor mentionned the WHY of this approach and would like to hear your opinions or the why of this ?
r/Houdini • u/IndianVFXSchool • 1d ago
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I still remember watching those amazing Tornado Simulations by Martin Mirola which inspired me to do FX simulations.
Here's my Tornado Sim which is a part of Houdini Hollywood and this Module is completely FREE for everyone. Love giving back to community especially which inspired me so much!
The tornado Sim in this module can be setup in very easy ways and re-creating it barely takes 15-20 mins, everyone can feel free to watch the module and find out for themseves and can also fill their curosity if our methods are original or copied from tutorials ;)
The whole setup was built simply and the issues were tackled mostly with creative problem solving rather than going too techinical.
I used simple shape made from curve to emit smoke and then added some rotational velocities made from same shape to rotate the smoke.
The whole sim was split into 4 different pyro setups to make it feasible withut crashing the sim.
The top cloud lightning part was just sphere with noise.
The house was slowly activated from sleeping and added forces with threshold to break at certain impacts.
The trees were simulated in Vellum and instanced as USD in solaris.
The grass was faked with simple movement and scatter in solaris using instancer.
-----------------------------------------------------------------------------------------------
Rendered in XPU - (2-3 mins) each frame
Max Ram Utilisation - Under 64GB
-----------------------------------------------------------------------------------------------
Register here for FREE module releasing on 18th November 2026.
www.HoudiniHollywood.com
r/Houdini • u/Feeling_Discipline14 • 20h ago
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I am trying to rotate the sphere with a point that rotates 360 degrees (which was a success) but when the angle value is 0, then the sphere moves to the centre. For which the code was:-
float ang = radians(chf("ang"));
float rad = chf("rad");
for( int i = 0; i<ang; i++){
float x = cos(ang) * rad;
float z = sin(ang) * rad;
@P = set(x, 0, z);
}
So to fix this problem and to have the point on one the coordinate of radius, I used the second code using if statement( and it was also a success but it felt like it was a bit longer):-
float ang = radians(chf("ang"));
float rad = chf("rad");
for( int i = 0; i<ang; i++){
float x = cos(ang) * rad;
float z = sin(ang) * rad;
@P= set(x, 0, z);
f@newx = x;
f@newz = z;
}if (ang ==0){
float x = f@newx;
float z = f@newz;
z = rad;
@P = set(x, 0, z);
}
So, I am trying to find a solution to how to make it a bit shorter. Here's my attempt at that ( and it is showing an error):-
float ang = radians(chf("ang"));
float rad = chf("rad");
if ( ang != 0){
for( int i = 0; i<ang; i++){
float x = cos(ang) * rad;
float z = sin(ang) * rad;
@P = set(x, 0, z);
}
}else{
x = radians(rad);
z = radians(rad);
@P = set(x, 0, z);
}
}
Is there a way to improve that/a better way to fix the position when the angle is 0?
r/Houdini • u/ibackstrom • 1d ago
Hey Guys!
Common problem with absolute and relative paths inside your Houdini project.
Probably, from PRISM time there were hundreds of this kind of scripts. But it always a problem to find one so I "created" one humble script for myself and want to share with you.
Just put .py script in your project folder or paste in shell. It will check your root folder and change all paths in nodes to relative.
Instruction inside rep
r/Houdini • u/No_Relative_4273 • 15h ago
Hey everyone,
I need Redshift for Houdini 22.0.368. Can anyone help me get the compatible version or guide me on how to install it for this Houdini build?
If anyone has it or knows how to get it working, please let me know.
Thanks!
r/Houdini • u/gray0love • 1d ago
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(v21, apprentice) Hello, I've been following along with a tutorial (this one) and got to the part where I add a white water source node to my cached fluid sim and I've only been getting an error. I think it's because I don't have a surface value on my fluidsurface node so I tried making one from the vdbfromparticlefluid but I still get an error. Can anyone give a pointer or two on what I could try next?

r/Houdini • u/Gigglegambler • 2d ago
Kim Davidson is pretty cool.
r/Houdini • u/gio_bero • 2d ago
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Would appriciate your follow on my Instagram page
r/Houdini • u/Mazhuka3D • 1d ago
🇺🇸: You can listen to the video in English through the video settings panel. We take a general look at the Houdini interface to familiarize ourselves with the application before diving into the details in future videos.
r/Houdini • u/abhisheknaidu • 2d ago
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#Houdini #karma xpu #copernicus
I’d really appreciate some honest feedback on the lighting, materials, animation, camera movement, compositing, and overall realism/premium feel.
What would you improve to make this look more like a professional commercial?
Any criticism is welcome — I’m mainly posting this to learn and improve.
r/Houdini • u/ManjaVfx • 2d ago
Hello!
here's a new tutorial that I'm sure will be useful to many:
https://youtu.be/X5DGcXvd2Gg
r/Houdini • u/FibricToolset • 2d ago
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r/Houdini • u/CG-Forge • 2d ago
Ever wonder how to cook up your own procedurally modeled Krabby Patty? Well, look no further! Starring Robert Moore, this burger breakdown dives into procedural modeling with vex, lettuce solvers, vellum layout, and much more.
Part 1 is down to earth with the basic setup / overview, and part II is when things start to sizzle with move advanced topics. This was produced as a bonus section for CG Forge's modeling II course, (which revolves around procedural modeling), and over there you can download the scene files as part of the course if you'd like.
Cheers! 🍔
r/Houdini • u/tk421storm • 2d ago
The MPM surface node has a second input for surface and vel, and the tooltip IDs it as:
MPM Surface and Vel
The output of the MPM Surface. Useful to split the SDF creation from the polygon mesh creation in two separate steps.
What is the advantage of splitting the operation up into two steps? So I can perform operations on the SDF first, and then feed that into the polygon surface operation?
r/Houdini • u/Individual-Ad-6277 • 3d ago
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A personal 3D project exploring vellum simulations and COP texturing Rendered with Karma
r/Houdini • u/Altruistic-Rent3199 • 2d ago
I am trying to make a test render to help assist my lookdev, but for some reason my node set up wont let me output an image in a readable format, only EXR. i have attached screenshots for anyone who is interested in helping me out.
note: i have tried editing the path and renaming it from exr to jpg/png but doing this makes the render fail, and does not output an image in the specified directory.



r/Houdini • u/AgainstAllBugs • 3d ago
I'm just writing to vent. I'm so frustrated with the way Houdini is making the Cop Network - Old hard to create. In 21, it was still there. In 22, all I can do is open a file created on an older version to copy paste the node into the new Houdini.
I'm a big user of the old cop network. I hate Copernicus. Everything I could do with the old cop network takes 2 to 5 times more nodes and setup in Copernicus and now every AI search result confuses both of them and keeps giving half assed answers that lead nowhere.
Why is there no "Level" node in Copernicus? Just fuckin WHY????
Or Mosaic for that matter. I work in video games and mosaic is such a huge time saver for assembling sprite sheets and the new equivalent that is named "Contact Sheet" can only work if I separately load all images as separate file nodes instead of a single sequence.
Why the fuck is this trash being force fed down my throat goddamnit!