Release date:2022, September

Author:Hipflask

Skill level:Beginner

Language:English

Exercise files:Yes

Learn it all, for less

Houdini isn’t so hard to master when you’re carefully guided through it. Our learning path is designed to step you through what you need to learn, in the order you need to learn it.

All of our current Geometry Essentials courses are packaged into this one comprehensive collection. 212 in-depth tutorials, over 18.5 hours of learning – this isn’t a quick how-to guide that teaches you to make one thing. We unpack the vital stuff other courses breeze over, covering the fundamentals in depth, showing you why these principles are so integral to Houdini and just how to wield them. Each course builds on the last, arming you with the technical knowledge to craft, finesse and refine original pieces.

But we don’t waste time either. Your learning time is precious and we know it. That’s why we make sure every second of these 6 courses contains the most crucial information, carefully explained, and delivered at the right time, in a way you’ll remember for the long term. We’re about true depth of understanding, not a few weak tricks.

This bundle is everything you need to start learning Houdini the right way. And you get a massive 30% saving to boot.

Houdini Geometry Essentials 01 – Components & Primitive Types 01. Creating Primitive Geometry

01. Creating Primitive Geometry – Create at object level vs create in context 02. Creating Primitive Geometry Objects – Viewport Handles

02. Geometry Components

03. Geometry Components Part 01 – Points, Edges, and Primitives 04. Geometry Components Part 02 – Vertices 05. Component Numbers

03. Connecting Points

06. Connecting Points – Curves 07. Disconnecting and Reconnecting Points 08. Vertices Control Connectivity 09. Connecting Points – Particles to Surfaces

04. Primitive Types – Polygons

10. Closed Curves are also Polygon Surfaces 11. Every Polygon Face is also a Closed Curve 12. Drawing and Editing Polygons Using the Curve SOP – Part 1 13. Drawing and Editing Polygons Using the Curve SOP – Part 2 14. Drawing and Editing Polygons Using the Curve SOP – Part 3 15. Open and Closed Polygons – Part 1 – The Ends SOP 16. Open and Closed Polygons – Part 2 – The Crucial Role of Vertices 17. Open and Closed Polygons – Part 3 – Rendering Curves 18. Open and Closed Polygons – Part 4 – Rendering Wireframe Geometry 19. Polymodelling Tools on Polygon Curves 20. Polygon options on Primitive Object Nodes

05. Bezier Curves – Drawing, Editing and Modelling

21. Drawing Bezier Curves 22. Editing Bezier Curves – Points and Tangency 23. Editing Bezier Curves – Segments 24. Editing Bezier Curves – Rounded Corners 25. Working with Bezier Curves – Reference Images 26. Working with Bezier Curves – Tracing a Profile 27. Working with Bezier Curves – Modelling 28. Working with Bezier Curves – Resampling Bezier Curves to Polygons 29. Optimising Curves with the Refine SOP

06. The Technical Side of Bezier Curves

30. How Bezier Curves work – Order and Degree 31. How Bezier Curves work – Components 32. Editing Bezier Curves – Curve SOP vs Edit SOP 33. Editing Bezier Curves – Procedural Nodes vs Non-Procedural Nodes 34. Editing Curves Procedurally 35. Animating Curves

07. Primitive Types – Nurbs Curves

36. Comparing Nurbs Curves to Bezier Curves 37. Nurbs Curves – Order – Part 1 38. Nurbs Curves – Order – Part 2 39. Drawing and Editing Nurbs Curves Using the Curve Node 40. Nurbs Curves – Point Weight

08. Parametric Curves and Surfaces

41. Auto Bezier Draw Mode 42. Generating Nurbs and Bezier Curves Procedurally – The Fit Node 43. Parametric Space 44. Parameterisation – Part 1 – Uniform vs Chord Length 45. Parameterisation – Part 2 – Chord Length and Centripetal 46. Nurbs and Bezier Surfaces – Part 1 – Cross Section Curves 47. Nurbs and Bezier Surfaces – Part 2 – Parametric Space

09. Comparing & Converting Nurbs & Polygons

48. Comparing Nurbs and Bezier Curves to Polygon Curves 49. Using Polygon Curves Like Nurbs Curves – Subdivision Curves 50. Interpolating Curves – Nurbs and Beziers vs Polygons 51. Converting Polygon Faces to Nurbs Surfaces 52. Bilinear Mesh

10. Primitive Types – Polysoups & Quadratic Primitives

53. Polygon Soups Part 01 – Memory and Disk Space 54. Polygon Soups Part 02 – Benefits and Limitations 55. Quadratic Primitives

Houdini Geometry Essentials 02 – Attributes – Principles, Normals & Vectors 01. Principles

01. What Are Attributes 02. An Analogy For Attributes 03. The Position Attribute and the Geometry Spreadsheet 04. Attribute Class 05. Creating and Manipulating Attributes 06. Attribute Types 07. Attribute Create Node 08. Attribute Type Qualifier – Attribute Meaning

02. The Normal Attribute

09. What Are Normals 10. Calculating and Adding Vertex Normals 11. Normal Weighting Methods

03. Visualising Attributes

12. Creating Attribute Visualisers 13. Remapping Values and Per Component Ramps 14. Using Colour to Visualise Normal Interpolation Across Primitives

04. Auto Generation and Attribute Defaults

15. Adding The Normal Attribute vs Auto Generate 16. Attribute Mismatch 17. Default Attribute Values

05. Vectors

18. Drawing Vectors 19. Vector Visualisation – Markers 20. Unit Vectors 21. Unit Vectors Part 02

06. Normals for Orientation

22. The Copy To Points Node 23. Using Normals to Orientate Geometry 24. Adding Randomisation to Attributes 25. Attribute Randomise – Visualising the Distribution

07. Reversing and Correcting Normals

26. Polygon Winding Order 27. Reversing Vertex Order Using the Reverse Node 28. Shifting the Vertex Order 29. Reversing Vertex Order Vs Reversing Normals – Part 01 30. Reversing Vertex Order Vs Reversing Normals – Part 02 31. Correcting Primitive Normals

Houdini Geometry Essentials 03 – Attributes, Variables & Parameters 01. Variables

01. Global Variables as Shorthand for Constant Values 02. Global Variables – A Constant Name for Changing Values 03. Local Variables 04. Global & Local Variables in the Output Context 05. Local Variables Take Precedence Over Global Variables

02. Bounding Box Variables

06. What exactly is the Bounding Box 07. Min and Max Local Variables on the Transform Node 08. Transform Local Variables and the Match Size Node 09. Using Attributes and Local Variables in Parameter Expressions 10. Relative Bounding Box Using Local Variables

03. Referencing Parameters and Bounding Box Values

11. Project & System Overview 12. Channel References 13. HScript Bounding Box Expression 14. The Advantage of Referencing Nulls 15. Importance of Positioning Geometry 16. Aligning with the Origin 17. Organising The Network

04. Understanding Orientation Along Curves

18. Copying to First and Last Points 19. Using Polyframe to Orientate the Copied Geometry 20. Orientation Along Curve and the Order of Operations 21. Understanding the Up Vector 22. Computing and Controlling the Up Vector 23. Leveraging the Primary and Secondary Axis 24. Manipulating the Normal Attribute

05. Distributing with Precision

25. Controlling Distribution Using the Resample Length 26. Tangent Type and Arc Length vs Chord Length Measurement Method 27. Justifying the Copy on the First Point 28. Justifying the Copy on the Last Point

06. Resampling & Raying

29. Resampling the Planar Curve 30. Using the Ray Node to Deal with Elevation 31. Resampling Twice for Greater Precision 32. Raying Back onto the Input Curve 33. Ray Tolerance and Treating Polygons as Straight Edges 34. Maintaining the Last Vertex

07. Spare Parameters & Randomisation

35. Adding Spare Parameters to Nodes 36. Resampling by Polygon Edge 37. Adding Normals and Handling Attribute Mismatches 38. Randomising Scale and Position 39. Randomising Orientation

08. Putting it into Practice

40. Environment Layout Tasks & Object Merge 41. Creating Curves from Edge Selections & the Output Node 42. Resample – Arc Length and Even Last Segment 43. Creating a Post & Rail Fence 44. Using the Sweep Node to Add the Rails 45. Using Normal & Up Attributes with the Sweep Node 46. Offsetting the Curve using the Poly Extrude Node 47. Poly Extrude – Extrude Along Edge Normal vs Front Transform 48. Using the Carve Node to Shorten the Curve 49. Using the Stacking System to Build Street Lamps 50. Distributing the Street Lamps

Houdini Geometry Essentials 04 – Drive Parameters with Attributes 01. Referencing Attributes in Parameters

01. Using @attribute Notation Within Parameters 02. @attibute on Newer Nodes and in Group Parameter Fields 03. Accessing Detail Attributes Using an Expression Function 04. Using an Expression Function to Access Primitive Attributes 05. The Benefit of Using Relative Paths 06. When its Better to Use Absolute Paths

02. Using Attribute Expressions

07. Creating the Geometry 08. Calculating the Circumference Using the Measure Node 09. Creating the Rotation to Linear Motion Expression 10. Deforming the Sheet Around the Roller 11. Testing and Animating The Setup

03. Scaling Parameters by Attribute

12. Generating Distance and Mask Attributes 13. Transforming Points by Attribute Value 14. Animating the Attribute Values 15. Using a Ramp Parameter to Remap Attribute Values 16. Extruding Primitives by Attribute Value 17. Using the Resample Node to Generate a CurveU Attribute 18. Bevelling Edges by Attribute Value 19. Modifying Attribute Values Using the Attribute Adjust Node 20. Reviewing the Workflow of Generating, Modifying and Using Attributes

Houdini Geometry Essentials 05 – Dive into VOPs 01. The Case For VEX

01. VEX Performance Comparison Setup 02. Using the Performance Monitor 03. Explaining the Results

02. VOPs – Running Over Components & Geometry Globals

04. Running Over Geometry Components 05. The Position Variable 06. Attribute Inputs & Outputs and Data Type Colours 07. Time Global Variables and Converting from Float to Vector

03. Moving Points, Retiming Values, and Scaling Over Time

08. Displacing Points Using a Texture Map 09. Isolating Colour Components and Computing Luminance 10. Retiming Attribute Values Using the Retime Node 11. Scaling Values Over Time 12. Clamping Values and Deleting Attributes

04. Visualising & Manipulating Vectors in VOPs – Direction & Magnitude

13. Visualising Attributes in VOPs 14. Using Velocity to Orientate Copies 15. Fitting Values to a New Range 16. Normalising Vectors & Computing Vector Length

05. Binding, Indexing & Identifying by Attribute

17. Binding Attributes Part 01 18. Binding Attributes Part 02 – Exporting 19. Indexing Variables Part 1 – ptnum, primnum, vtxnum 20. Indexing Variables Part 2 – numpt, numprim, numvxt 21. Adding Polygons by Point Attribute 22. Selecting and Splitting Geometry by Attribute

06. Indexing, Point Sorting & the 0-1 Range

23. Using Point Index to Generate a Curve U Coordinate 24. A Benefit of Working With Normalised 0-1 Values 25. Scaling Using the Match Size Node 26. Scaling to a Given Size Using the Transform Node 27. Point Sorting 28. Working With the Vertex Index

07. Controlling Banking & Working With Parameter VOPs

29. Using the Path Deform Node to Move Geometry Along a Curve 30. Measuring Curvature 31. Blending Vectors in VOPs 32. When and Why to use Parameter VOPs 33. Animating VOP Parameters 34. Naming, Labelling and Setting Parameter Defaults 35. The Importance of Naming Parameters

08. Displacement, Ramp Parameters & Noise

36. The Displace Along Normal VOP 37. The Relative to Bounding Box VOP 38. The Ramp Parameter VOP 39. An Introduction to Noise 40. Promoting and Referencing VOP Parameters 41. Noise – Frequency and Offset 42. Noise – Fractal Parameters 43. Noise – Fractal Types 44. Noise – Remapping & Correcting the Output

Houdini Geometry Essentials 06 – Scattering & Distribution 01. Noise vs Random

01. Graphing the Outputs 02. Relationships and Trends 03. The Organic Nature of Noise 04. Comparing the Distribution Ranges

02. Distribution & Density

05. Exercise Intro & Scattering Points 06. Running Over Numbers & the Clumping Nature of the Random Function 07. Point Relaxing 08. Working with Point Density 09. Controlling Point Density with Attributes

03. Correcting, Adjusting & Compositing Attributes

10. Geometry Resolution and Attributes 11. Comparing Attribute Values to Pixel Values 12. Correcting the Noise Output – Colour Correct & Levels 13. Correcting The Noise Output – Curves & Ramps 14. Compositing Attributes 15. Working with the Mask Controls

04. The Relationship Between Attribute VOPs and Attribute SOPs

16. Replacing an Attribute VOP 17. Houdini as a Framework for Creating 3D Tools 18. Using Noise to Control Size

05. Controlling Random Distribution

19. Randomising the Scale Attribute in VOPs 20. Controlling Random Distribution Using Bias & Gain 21. Graphing the Bias & Gain Controls 22. Controlling Random Distribution Using a Ramp Parameter 23. Comparing the Custom Built SOP to the Attribute Randomise SOP

06. The Scatter & Align SOP

24. Scattering Points 25. Randomising Rotation 26. The Orient Attribute 27. Adding Attributes to Existing Point Clouds

07. Testing & Optimising

28. Distributing on Different Terrains & Objects 29. Optimising the System – Order of Operations 30. Optimising the System – Region of Interest 31. Summary

[Hipflask] The Geometry Essentials Collection 1-6 (Houdini).7z [Hipflask] The Geometry Essentials Collection 1-6 (Houdini)_Subtitles.7z

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