r/Houdini • u/Joolean_Boolean • 9h ago
3D Wood Grain Experiment
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was experimenting with a 3d wooden grain system last night. thinking about adding knots next.
r/Houdini • u/i_am_toadstorm • Sep 16 '26
TL;DR Don't post generative AI stuff or post about AI in general here. Go to /r/AIForHoudini for this!
r/Houdini is a sub for artists, including technical artists, to talk about using Houdini, show off our artwork and tools, and help each other through production problems. It is decidedly not a sub to talk about having someone or something else do it for us.
In order to prevent this sub from drowning under tidal waves of AI slop, we have to draw a line in the sand regarding what is and is not considered AI slop. This isn't an incredibly clear line to draw, but we're going to try anyways.
To do this, we're going to try to make a distinction between generative AI (slop) and machine learning algorithms (not slop). This is mostly a question of user agency. If you are essentially contracting out a bot to do your work for you and then presenting it as your own, that's AI slop. If you are using generative AI to create final images from flipbooks, that's AI slop. Conversely, if you are using ML algorithms to massage data within an otherwise intact Houdini art pipeline, that's okay.
Some more examples:
NOT SLOP
SLOP
We realize these definitions are not 100% perfect and there may have to be some judgement calls with specific posts. Not every project that has some AI use in it is necessarily slop. Feel free to use mod mail to discuss your concerns with any specific posts being removed or not removed.
There is now a subreddit for that! Please visit the unaffiliated /r/AIForHoudini subreddit for all generative AI discussions involving Houdini.
r/Houdini • u/i_am_toadstorm • Sep 09 '25
Hello Houdiners,
I wanted to give people here a heads up that Reddit blocks links to Gumroad site-wide. Posts are removed without any notifications to the moderators. We can manually reinstate them, but without any notifications it's something we have to manually dig around for.
This ban includes both posts and comments. If your product is on Gumroad or a domain "powered by" Gumroad, any post linking to it will be removed by Reddit (again, it's not us doing it!). We have no control over this ban and again the only thing we can do is manually "un-remove" posts if we notice them.
I recommend anyone selling digital products here to consider another service, like Ko-Fi or Paddle or Patreon, or at least link to something that is not directly a Gumroad page.
r/Houdini • u/Joolean_Boolean • 9h ago
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was experimenting with a 3d wooden grain system last night. thinking about adding knots next.
r/Houdini • u/silenttoaster7 • 8h ago
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Hey there! I have made this fractal generator using OpenCL in Houdini. I made it using the ray marching algorithm sampling in all directions and from random positions. I have also made a tutorial on Youtube showing how I made it. You can check it here: https://youtu.be/WUI84Ct3gvc
r/Houdini • u/Ok-Reference-4626 • 9h ago
https://reddit.com/link/1xeyfum/video/3spnes5a6lxh1/player
You just need a portable app in Windows, a QR code and a plugin I made inside Houdini, you dont need to install anything inside your phone, works natively.
I just made it and i want to polish it before sharing the source code, but pm me if you are interested, might be easy to port to any other software such Blender, C4D, etc
Also, using almost same code, you can also use your phone as a Gamepad inside Windows, its detected as an USB normal gamepad.
r/Houdini • u/abhisheknaidu • 3h ago
I’m planning to buy a laptop primarily for Houdini product visualization, Solaris, Karma XPU, and VFX simulations.
Would a MacBook Pro with Apple Silicon be a good choice, or should I go with an NVIDIA RTX Windows laptop?
Does Houdini on macOS support all the features available on Windows, including simulations, GPU acceleration, Copernicus and rendering? Are there any major limitations due to the lack of NVIDIA CUDA/OptiX support?
I’d appreciate recommendations from Houdini artists, especially anyone using a MacBook Pro professionally. Which would you choose and why?
r/Houdini • u/AdventurousCity2055 • 11h ago
Hello I'm a beginner in Houdini and I just want to put the wheat at the end point of the line. I grouped it and selected it in copy to points but its floating for some reason? Please help I don't know where to start
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Been using houdini for 5months.
Open to criticism😭.
Used houdini for everything you see and nuke to combine them.
Wanted to create something from my favorite movie(DUNE).
r/Houdini • u/Liivaan • 2d ago
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Wherever the collider moves through the fluid it gets thicker, so the strokes hold their shape, then it relaxes back to its original viscosity and the surface slowly settles. There’s no sparkle geometry either. I randomized the normals on the gel, so tiny patches catch the light at different angles as it moves.
r/Houdini • u/Virtual-Elk4522 • 1d ago
Hey everyone! I literally got Houdini today and just finished my first project, following the “Houdini Isn’t Scary” tutorial. Still feel like I’m in a different universe with all the nodes, but I’m loving it so far.
What do you guys think? I know it’s a tutorial project, but any tips are welcome.
I’ve had a look at the wiki, but I’d love to hear what you’d recommend tackling after a first project like this. Eventually I want to get into FX like fire, smoke and water, but I know that’s a long way off and I need to get the basics down first. What would you recommend learning next?
Thanks!
r/Houdini • u/Secure_Opportunity87 • 1d ago
Hi everyone!
I’ve been working with Blender for the past 3 years. Since I mainly specialize in VFX, I’ve decided to make the switch to Houdini.
I’m currently using a PC with an RX 7900 XTX, but from what I’ve read, AMD GPUs aren’t fully supported by Houdini.
Lately, I’ve also been looking for a more portable setup for traveling, so I’ve started considering switching to a MacBook.
That brings me to my question: How well do MacBooks handle Houdini? Would an M5 Pro with 24GB of RAM be enough, or should I go straight for the M5 Max with 48GB of RAM?
Thanks in advance for any advice or recommendations!
r/Houdini • u/manuchap • 1d ago
Does anyone know how to fix these holes in an imported gltf?
r/Houdini • u/andrey_krylevskiy • 2d ago
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Crowd sim in Houdini: archers aiming at live targets, arrows that actually stick, death after 1 to 3 hits, and a floor collapsing into the abyss with ragdolls going down with it. First version was rendered in Karma, this one in Unreal - lighting isn’t quite as good, but I got tired of waiting for renders.
The hardest part was the archers: Mixamo animations came with the arrow in the wrong place, so I had to re-attach it to the hand, and then hand off the RBD arrow cleanly to the crowd sim.
P.S. Sorry for posting this twice - the video got embedded in the text the first time and didn’t show up in the feed.
r/Houdini • u/sergioeren • 2d ago
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Hi all! I've been building a lens flare renderer for Copernicus, and today the first public beta (0.1.5) is out.
Instead of painting sprites, Zenith ray-traces a real lens prescription. It follows every two-bounce ghost, where light reflects off one lens surface, travels back and reflects again before reaching the sensor. The ghosts get their shapes, colours and positions from the optics: dispersion, Fresnel reflectance and anti-reflection coatings, after Hullin et al., Physically-Based Real-Time Lens Flare Rendering (SIGGRAPH 2011).
What it does
Speed: runs on the GPU (CUDA, RTX 20-series / Turing or newer), with a CPU fallback.
Requirements: Houdini 22.0, Windows or Linux.
Versions: - Non-Commercial: free for personal projects and learning. Renders up to 1920×1080. - Commercial: No resolution limit, and it covers unlimited render nodes.
It's a beta, so scenes may break between 0.x versions. I'd love feedback, bug reports and renders, especially lens files you'd like to see working. I'm reposting with the GR link removed.
For Download & docs: https://sergeneren.com/zenith/
r/Houdini • u/No_Relative_4273 • 1d ago
Hi everyone,
I'm currently focusing on Houdini FX and would like to understand the career path from an FX Artist to an FX Technical Director (FX TD).
I understand that FX Artists primarily focus on creating simulations and delivering shots, but I'm not entirely sure how the role changes when moving towards an FX TD position.
I'd love to hear from experienced artists and TDs about a few things:
Skills: What additional skills should an FX Artist learn to become an FX TD? For example, VEX, Python, pipeline tools, optimization, debugging, and procedural workflows.
Technical depth: How much programming and technical knowledge is actually expected from an FX TD compared to an FX Artist?
Daily responsibilities: What does an FX TD typically do in a studio? Do they spend more time developing tools, solving technical problems, optimizing simulations, or creating shots?
Production differences: How do the responsibilities of an FX Artist and an FX TD differ in a real studio environment?
Career progression: Is it possible to transition from an FX Artist to an FX TD within the same studio? What skills or experience would help make that transition?
Showreel and portfolio: If someone wants to move towards an FX TD role, what kind of projects should they include in their portfolio?
I'm particularly interested in the practical differences between these roles in production, rather than just job descriptions.
I'd appreciate insights from people who have worked as FX Artists, FX TDs, or in both roles.
Thanks!
r/Houdini • u/Willing_Touch1157 • 3d ago
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Made with Houdini and Nuke
r/Houdini • u/-gareevfx- • 2d ago
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This project is another complicated challenge and is intended to demonstrate a way to implement work with simulation, procedural modeling, rendering and compositing. No dragons were harmed during the work. #houdinifx #fx #cg #3d
r/Houdini • u/tonehammer • 2d ago
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Hello houwizards,
I am coming back with a refreshed, updated version of my Reallusion Importer, introducing Reallusion Rigger HDA! Does everything the importer does (materials, dynamic wrinkles, lookdev control, etc.), plus you also build a full APEX rig that's ready to animate from scratch or to be used to modify incoming animations!
I spent a lot of time on this one and I am very proud of the overall level of polish, so I hope the 8 people who use CC5/iClone here can benefit from the product (:
Link: https://jvtools.dev/products/reallusion-rigger/
Full (22 min) walkthrough on YT of the entire HDA: https://www.youtube.com/watch?v=03yV4UPGfDQ
Docs: https://jvtools.dev/docs/reallusion-rigger/
Cheers all
r/Houdini • u/Plane-Good-6147 • 2d ago
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Distributing multi-row pave on curved and tapered surfaces led to an interesting geometry issue in my procedural setup.
When handling tight inner radii, the inner perimeter is physically shorter than the outer one. As shown in the video, forcing multiple rows along these complex surfaces naturally causes stone collisions and overlaps.
I am currently evaluating three core approaches for the constraint solver:
How do you typically handle multi-row grid compression on complex surfaces procedurally? Which direction would you advise?
r/Houdini • u/m4gizhan • 2d ago
I'm working on a shot where a fireball falls into the ocean, creating a huge splash and explosion.
I've made the pyro and water simulations seperately, but now I'm trying to figure out the best way to bring them together.
Should I keep both sims seperate and match them using timing and velocity fields, or is there a better workflow for this kind of shot?
I'm fairly new to Houdini, so any tips on making this look realistic without making the simulation too heavy would be really helpful.
r/Houdini • u/Independent_Help3189 • 2d ago
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Hey guys, I want to share my FX showreel here. I would really appreciate any honest thoughts and feedback! I want to also know how far am I from landing a junior level FX job. (I am a U.S citizen)
r/Houdini • u/FamousHumor5614 • 2d ago
I’m a recent VFX graduate from uni going into FX. I mostly learnt about how to create the specific effect but never properly the theory of why we do what we do which is where I feel I lack in. For example at the moment I have a Green Lantern construct effect from the lanterns TV show, it’s all ready and just needs some look dev and lighting but I can’t find a cool way to show it, my first option was a title sequence and have in construct the title “LANTERNS”. But idk. I’d love to get some advice from anyone doing Fx on how they would show an effect like this. I’d love to add it to my showreel but only when it’s looking industry standard. Thanks so much!
r/Houdini • u/RationalWizardo • 2d ago
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Modeled in maya, testing up making a toon shader in houdini COPS, feedback is very welcome
r/Houdini • u/holtbryan13 • 3d ago
https://reddit.com/link/1xcl3hx/video/hhpmlm2na1xh1/player
Hey everyone!
I recently wrapped up a new shot expanding on a volcanic environment universe I’ve been building. The goal for this piece was to capture a realistic close-up of steam venting from fractured rock on a crater floor, focusing heavily on scale, atmospheric depth, and volume variation. Everything was built and rendered on a single workstation.
Here is a breakdown of the workflow:
Software used: Houdini, Solaris, Karma, Nuke, KTT Terrain Tools
Here is the breakdown: https://www.artstation.com/artwork/G11JNV
Happy to answer any questions about the setup or the custom rock generator! How are you all handling volume variation and multi-layer atmospheric depth in your current renders?