Course Overview

Class Description:

Learning about working in problem-space and posing otherwise difficult or complex problems into a more intuitive geometric space, making it easier to visualize, solve, and control.

Learning Outcomes:

Being able to approach both common and uncommon problems with a more solid foundation of where to begin and experiment. How to transform problems into a spatial dimension, and manipulate them once they’re using basic 3D skills. Unlike some of the other Houdini.School classes, there is no final project that is worked towards; instead, each session will focus on different examples of the larger topic.

Course curriculum

    1. Files

    1. 1. Meet the Teacher

    1. 1. UV Camera & World Space

    2. 2. Split Point SOP

    3. 3. Texture Stretch from Vertex

    4. 4. Attribute SOP

    5. 5. Blend Shape

    6. 6. Swapping Versus Copying

    7. 7. Labs UV Visualize SOP

    8. 8. Moving Past UVs to Attributes

    9. 9. Normalizing Vectors

    10. 10. Manipulating Attributes in Worldspace

    1. 1. Clip SOP

    2. 2. Dissolving with a Clip SOP

    3. 3. Attribute Clipping

    4. 4. How Rest Works

    5. 5. Define Clipping Against the Normals

    6. 6. Q&A: Visualizing the Normals

    7. 7. Working Problem Space More Effectively

    8. 8. Snow Example

    1. 1. Distance Along Geometry

    2. 2. Our Handy Dandy Clip

    3. 3. Staggered Growth

    1. 1. Visualizing the Normals

    2. 2. Color and Worldspace

    3. 3. Normalizing Vectors

    4. 4. Attribute Clipping

About this course

  • $60.00
  • 82 lessons
  • 5 hours of video content

Course Teaser

Session 1

Intro + Attribute Clipping

An introduction to the course using a simple and grounded example of using the Clip SOP to clip an arbitrary attribute, which by default only lets you clip via a plane in world-space.
  1. Introduction to course
  2. Viewing Attributes in Worldspace
  3. Attribute Clipping using Noise
  4. Attribute Clipping using Normals
  5. Attribute Clipping using Surface Distance

Session 2

Vector Manipulation and Creation

Using geometric transforms and deformations to direct vectors and forces.
  1. Brief re-introduction
  2. Example A: Particle Forces
  3. Example B: Instance Directions

Session 3

Distorted Worldspace

Some operations use a uniform radius, only work in worldspace, or don’t support class-based customization. We’ll explore how to work around these things to bring a new level of control to some of our favorite tools.
  1. Non-uniform Polywire
  2. Non-uniform near-point operations
  3. Non-uniform surface distance
  4. Noise Position


Kevin Weber

Technical Artist & Designer

Hi! I'm Kevin. I'm a freelance Technical Artist, usually creating 3D parametric and procedural systems in Houdini, but sometimes I do pipeline tools or do work in Unreal Engine. Being self-taught, I don’t usually do things the standard way, and I’d like to share these things in case they help you in your journey directly, or by opening your mind to find your own path!



  1. Computer (Please see SideFx system requirements)
  2. Any Houdini license, H19 recommended


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Multi-Session Courses
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