vol250: Introduction to Particles in Houdini
While I call this an introduction to particles, it's a pretty heavy-duty introduction to particles.
This course is about particle motion and using geometry, channels, attributes, variable and expressions to control the particle motion.
This isn't a class about simulations of water or volumes. It's about particles.
While simulations are extremely useful, simulation are used to simulation motion.
Particles in Houdini can be controlled and manipulated to do what we might specifically need for an effect.
There's a place for simulation and there is a place for forcing particle to move in a way which we need them to move.
A way which a simulation may not provide.
The great thing about particles in Houdini is that we can manipulate the individual particle. And we can control them by groups and events and by common attributes.
This class goes deep into the details about how Houdini controls the particles, how geometry and attributes need to be setup before the particles are created. And how the particle attributes can be used to modify the geometry after the particles have been created.
The example in this course are about motion. They are not about beautiful or cover details regarding volume rendering.
Volume or "Pyro" rendering would be the advanced particle class. This class is about emitter setup, particle motion, and post-processing of particles and geometry.
And that's a pretty huge topic.
The example exericises cover things which I have found most students never consider.
• Scale and Proper Reference
• Learning to Plan an Effect,
• How to Make Short Cuts Without Compromising the Final Look.
There are many example Houdini .hip files, and many video lectures.
Students are expected to make many small learning projects and one larger final project.
Chapter 1: Houdini Desktop for Particles
Chapter 2: Particle Work Flow
Chapter 3: Emitters
Chapter 4: Birth, Life, Group and Events
Chapter 5: Attributes for Particles
Chapter 6: Forces
Chapter 7: Collisions
Chapter 8: Attractor POP
Chapter 9: Creep POP
Chapter 10: Follow POP
Chapter 11: Collect POP
Chapter 12: Turn POP
Chapter 13: Fetch POP
Chapter 14: Operators Used With Particles
Chapter 15: Rendering Particles
Chapter 16: Compositing Particles
Chapter 17: Mechanics: Shell Follows Cannon Barrel
Chapter 18: Particle Electrical Attributes
Chapter 19: Splash
Chapter 20: Rain
Chapter 21: Campfire
Chapter 22: Oil Torch
Chapter 23: Text Generation
Chapter 24: Vaporising Noise
Chapter 25: Pops and Audio
Chapter 26: Sprites (Home Grown)
Chapter 27: Emit from Baked Geometry
Chapter 28: Reverse Playback
Chapter 29: Wet Towel
Chapter 30: Jet ExhaustCheck out my YouTube Channel to see many small test examples of Houdini in Action.