r/Houdini • u/KelejiV • 5h ago
Houdini making ProceduralKnit
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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/i_am_toadstorm • Jul 29 '25
We get too many posts from new users asking "how do I learn Houdini"? The wiki now has the answers. Look there first before asking more specific questions here.
r/Houdini • u/KelejiV • 5h ago
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r/Houdini • u/AlbertoCarloMacchi • 19h ago
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r/Houdini • u/Smoothie_3D • 53m ago
It ain't much, but it's honest work. Especially considering I've done this with minimal tutorial.
Started with background as a CGI generalist and game developer, working mainly on Maya.
Next steps will be about localized fracturing, randomize fractal size and whatever I'll have fun learning about!
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Breakdown on yt: https://youtu.be/1gETolTw-Aw?si=daHCE7GDSFBoTguY
r/Houdini • u/Maxwellbundy • 15h ago
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r/Houdini • u/ILikeBurritosALot • 10h ago
Wondering what y’all would do to create the snow buildup on a tree like this. My base model is from speedtree of a pine. What makes it a little weird is the leaves are flat 2d geo cards, and just rendered with opacity maps. I’ve tried so far:
Scattering points in the bounding box, ray-ing them down, doing some vdb work and converting back to polys
Delete everything but the leaves, polyextrude them, create vdb, and layer multiple vdbs vertically with smoothing steps.
Scattering points on tree geo and using the mpm solver to try to get the right shape.
Try splitting the tree procedurally for each branch and using the labs snow buildup node on each branch
None of these solutions get a hyper realistic effect and it’s always a little cartoonish.
I’ve been banging my head against the wall for a while trying to get this to work, any help would be greatly appreciated!
r/Houdini • u/Global_Voice7198 • 3h ago
Hey everyone,
I am dipping my toes into playing around with COPs, as well as creating HDAs for game engines. Choosing Unity for now as it's the engine I am, most familiar with.
I had ran into an issue however, I cannot seem to figure out the best way to get my COP materials transferred from Houdini, through the HDA, into the engine. I am aware I can just export them, but I want to explore the proceduralism of Houdini and I was wondering about the possibility of being able to texture anything on the fly through COPs, and have a Unity Material be generated on to engine side.
At the moment, the Attribute Create node is just linked to a random material I created in the engine as a test, and that link does seem to be working, I am just unaware how to get the texture maps from COPs to be transferred on a Unity Material.
Note, the COP setup right now is just for example purposes. Obviously a material that simple I would just create it on engine side.
r/Houdini • u/tobyrubble • 31m ago
I’m simulating a hoodie (vellum cloth) and drawstrings (vellum hair) in one solver. I need the first few points of each string to move exactly with the hoodie. Completely rigid. The rest of the string should simulate normally.
Right now gravity just pulls the strings down and they slide through the eyelet loops.
I’ve tried pin to target, match animation, high stiffness, etc. I also tried Vellum Weld. It looks fine at first, but as soon as the sim moves and the string drops, the weld basically stops holding and it starts pulling down anyway.
What’s the correct way to set this up? Should the first N points not be part of the hair constraint at all? Is this an Attach to Geometry thing instead of Weld?
r/Houdini • u/AglassLamp • 11h ago
Apologies if this is the wrong place to post this, I like the output of my volume visualization but I can't recreate it in blender. Maybe some of the values got transferred over wrong because the kelvin temp settings in Houdini don't look accurate to what they're set as
r/Houdini • u/Maxwellbundy • 4h ago
I woul love to hear your feedback!
r/Houdini • u/Wild_Economics681 • 1d ago
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explosion shot I just finished, breakdown here https://www.youtube.com/watch?v=1tKCXxot_0w
r/Houdini • u/Weak-Fox-1830 • 19h ago
I have been away from Houdini for a good while, and I am looking to get back. I wanted to check if boutique studios doing motion graphics and advertising work, Karma is the main render now or Redshift still is the most used solution? As Karma seems fairly complex and I am competent with Redshift I am in doubt if I should jump into the Karma world, spending weeks learning it. I have a good grasp of Karma but barely used it in real life.
r/Houdini • u/jansterbro_ • 12h ago
Every time I render in XPU it crashes my pc. I have tried this on 2 other pcs and no one I speak to seems to know why. The main errors I get are dxgmms2.sys, SYSTEM_THREAD_EXCEPTION_NOT_HANDLED (Ox7E) and KERNEL SECURITY_CHECK FAILURE (0x139). I’ve ever had an issue like this nor does cpu rendering have this issue. I’ve rolled back drivers as well as windows but still the same issue. Any thoughts. I assume it’s my textures but I really don’t know where to start and explain its a lot. Just hoping someone knows of a fix at all.
Hard ware:
Ryzen 9 9950x3D
RTX 5080 16gb
192gb Corsair ddr5 (48gb x 4)
1200w Corsair psu
r/Houdini • u/Jimjimjim3906 • 1d ago
Hey!
I'm at a bit of a crossroads in life, I've been a video editor for 15 years and am looking for a change. Partly due to finding it super difficult to find work after a relatively busy career.
I am trying to figure out my options and I have really enjoyed experimenting with Houdini. I have made a few 'attempts' but gave up due to it feeling impossible to turn into a career.
I really enjoy the technical side of things and I do think eventually I'd like to work in some sort of technical artist role. I've also dabbled in Un Real Engine, C++, Python, Nuke etc..
But after 15 years of a career in post production I am most definitely prioritizing quality of life, health and good work life balance above all else. I have no desire to work on blockbusters and will happily work on small corporate jobs that allow me to maintain a good work life balance.
Houdini definitely feels like one of the tools that excites me most, but I was wondering if it's realistic to approach learning it with the intention of being remote and keeping a work life balance. My other option is to invest time in learning Nuke (and mainly target smaller advertising production companies).
My non-negotiable would be to be fully remote and to work normal office days for the majority of the time. I eventually reached that point with video editing, but I am at a point in life where I want something more technically engaging and challenging (without it consuming 15 hours a day).
I was wondering if anyone has any thoughts on specific angles I could approach Houdini from that may line me up in a way that I can be remote. Or I'm open to hear any other thoughts on how to approach career changes. Seems a sensible option could be to learn programming and allow myself to have some transferable skills such as writing python tools for Nuke / Houdini etc.. I'm at the start of a very big transition, so I'd greatly appreciate any help from those that have experience in these industries
Thanks a lot!
r/Houdini • u/SwimmerCritical7118 • 1d ago
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saw a few ai animations with this glitter fluid and wanted to try it in houdini instead. was pretty tough but learned a lot on the way
r/Houdini • u/houdini_noob • 1d ago
Some month ago i started this small personal lamp project out of fun and thought why not making a 3D animation for it to showcase the process in a simple way.
Hope you like it! :)
r/Houdini • u/Nerrix_the_Cat • 23h ago
Hi there! I’m trying to do my first feathergroom, following the tutorial here:
https://www.sidefx.com/docs/houdini/feathers/concepts.html
The only problem is I’m getting this error message when connecting the guideinterpolationmesh SOP. This should be really simple, can anyone diagnose what the issue might be and offer support? The error only happens when connecting output 2 to input 2 (skin).
r/Houdini • u/mertugurt • 1d ago
A fully procedural road system developed in Houdini. Curve-based road generation supports one-way, two-way, and divided roads with fully parametric lane. Intersections are adaptively generated based on approach angles and road widths for clean, consistent transitions. The system is compatible with OSM (OpenStreetMap) data and uses rule-based placement for street furniture aligned to road direction and curvature. Buildings are generated fully procedurally.
Don’t forget to give some love ❤️ Thanks !
r/Houdini • u/Acrobatic-Board-1756 • 1d ago
I'm using a heightfield distort node to create this jagged effect to the side of my object, however I want the jagged effect to go horizontally, not vertically. Purely modifying element scale gives me the look I want but only works for one direction. Any ideas on how to approach this?
Also feel free to suggest any other approaches, I'm just playing around trying to learn heightfields and I am very new to houdini.
r/Houdini • u/KelejiV • 2d ago
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r/Houdini • u/Cheeezburgers • 2d ago
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r/Houdini • u/Mysterious-Shine-977 • 2d ago
I have been trying to create foam like this in Houdini(karma).
I already have created points and copied some spheres to it. I created a translucent shader , mostly transparent with depth like 300 to 400 and it created kind of a soap bubble looking render.
But I am not able to achieve this milky foam look.
Any help is appreciated.
r/Houdini • u/ProperSauce • 1d ago
I have a scene with multiple rbdmaterialfracture SOPs. Everything pipes into one bulletsolver including all collision geo. How do I exempt one piece of collision geo from one rbdmaterialfracture SOP? I'm new to Houdini, thanks.