Course Overview

Class Description:

Learn how to use Houdini For, For-Each, While, and Do/While loop systems to generate a variety of effects, and handle utility tasks. Loops allow you to repeatedly apply your node stream processes in a variety of ways. This recorded class will teach you lots of ways to use loops in SOPs, VOPs, and VEX, as well as COPs and LOPs. The class will include examples involving particle wedging, geometry manipulation, RBD sub-fracturing, Time offsetting copies, and so much more.

NOTE: While not the primary focus of the class, some builds will have full LOPNet render setups included. These will be Karma XPU-based using MaterialX shader setups. If time allows, a run-through of those setups can be explained as well.


Learning Outcomes:

At the end of this course, you should walk away with a more clear understanding of which loops to use for your build task needs, as well as how to set up the nodes properly to keep your workflow efficient and functional.  

Course curriculum

    1. Files

    2. Discord

    1. 1. David Torno's Introduction

    2. 2. Resources

    3. 3. Teaser

    4. 4. References

    1. 1. Using Loops

    2. 2. Project File Explanation

    1. 1. Project File Overview of Assets and Troubleshooting

    2. 2. Block Node and For Node Relationship

    3. 3. Block Begin

    4. 4. Feedback Iteration

    5. 5. Method Function

    6. 6. Q&A: Flattening

    7. 7. Note on Evolutions

    8. 8. Q&A: Separated Iterations

    9. 9. Q&A: Project File Parameters

    10. 10. Q&A: Fetch Feedback and Merge Each Iteration?

    11. 11. Extract Piece or Point

    1. 1. Metadata Iterations

    2. 2. Value and iValue

    1. 1. Parameters

    2. 2. Single Pass and Stop Condition

    3. 3. Q&A: Single Pass Preview?

About this course

  • $180.00
  • 166 lessons
  • 10 hours of video content

Course Teaser

Session 1

Loops | SOPs Part 1

Get an overview of the course, and dive into SOPs Block Begin and Block End functionality, then learn how to make a detailed particle sim, and randomizing poly extrusions of a surface.

  • Introduction
  • Breakdown of Block Begin and Block End concepts
  • Basic implementation
  • Particle wedging
  • Randomizing poly extrusion
Session 2

Loops | SOPs Part 2

Learn how to time offset Alembic file copies, slicing up geometry, SciFi vector graphics inspired animation, convert attribute to UV patches, sub fracture RBD pieces, geometry animation, utility task of limiting geo subdivision in a batch process.

  • Slicing up geometry
  • Vector graphics inspired geometry animation
  • Convert geo-named segments to UV patches
  • Sub fracture RBD fracture pieces
  • Time offset Alembics and native geo animation
  • Stop condition with batch geo subdivision
  • Generate unique abstract art
Session 3

Loops | VOPs

VOPs Block Begin and Block End feature breakdown. You will also learn how to make a bokeh feeling pattern, displacing geo via particles, basic particle portals, use a VOP generator in COPs to make displacement texture, custom noise-based SciFi surface, and a bonus LOPNet light array generation.

  • VOPs Block Begin and Block End Functionality
  • Bokeh style pattern on geo
  • Displace geo via POPNet
  • Basic particle portal
  • COPs Vop Generator texture for displacement
  • COPs Vop Generator custom SciFi noise pattern
  • Bonus build: LOPNet light array generation
Session 4

Loops | VEX

VEX presentation breaking down each code-based loop option. Then you will learn how to create curves along a surface, cycle through points to make a geometric pattern, geo disintegration in a vector graphics style, choose a node path based on attribute existence, generate a transition zone particle effect, and drive curve-creation based on point density.

  • VEX code loop breakdowns
  • Surface curves abstract art
  • Geometric pattern
  • Vector graphics style geo disintegration
  • Choose node stream if the attribute exists
  • Transition zone particle effect
  • Connect point cloud sequentially
  • Density-driven curve creation

Instructor

David Torno

Visual Effects Professional

David Torno is a self-taught visual effects professional with a passion for the technical and educational side of VFX. Since beginning his career in 2000, he has worked on films, commercials, music videos, and large-scale multimedia projects. In 2008 he started sharing his wealth of knowledge with other creatives through video tutorials, project templates, and utility scripts. In recent years David has focused mostly on 3D volumetric and particle animation. Through the consolidation of his life's work under the Fendra Fx name, David continues to create helpful tools, and informative training videos for the creative community.

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WHAT YOU NEED TO TAKE THIS COURSE

  1. Familiarity with Houdini node building
  2. Comfortability with coding with VEX (all code will be fully explained)
  3. Computer (Please see SideFX system requirements)
    1. https://www.sidefx.com/Support/system-requirements/
    2. A second monitor is recommended, but not necessary
  4. Houdini (Apprentice License is free)

ADDITIONAL INFORMATION

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REFUND POLICY:


Multi-Session Courses
Students may request a refund up to 1 day before the start of the course. Students may also withdraw from Multi-Session Courses at any time and are entitled to a pro-rated refund. The withdrawal date must be 1 day before the next class they intend to drop.

On-Demand Courses
All on-demand courses are non-refundable.

How to Drop a Class
Please send a request to drop a class via email to [email protected].
Your written request to drop any or all of your classes must include:
  1. Student’s full name
  2. Name of the course(s) being dropped

See you in Class!