Description
Course info
Level
Advanced
Updated
Sep 21, 2014
Duration
2h 4m
Description

In this Houdini tutorial, we will learn how to use procedural volume copying to create a rocket swarm that is both efficient and flexible. It will allow us to make modifications to timing, positioning, and scale without having to recreate or resim the effect from scratch. To achieve this effect, we will setup several basic pyro simulations. We will then create a particle simulation with custom attributes to use as our copy points. Then, we'll use the Copy SOP and copy stamping to position our pyro simulations correctly. We will use VBD cloud modeling tools in conjunction with our particle simulation to make rocket trails. Finally, we will bring all these elements together, shade them, and render in Mantra. Software required: Houdini 13.0.447.

About the author
About the author

Sam Rickles is a Lead FX Technical Director with Sony Pictures Imageworks. A six year veteran in the VFX industry, Sam works primarily with Houdini to achieve his effects. His work can be seen in seven feature films, including Hotel Transylvania 2, The Amazing Spider-Man 2, and Edge of Tomorrow.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hi everyone. My name is Sam Rickles, and I'm an FX technical director. Some of my latest projects include Cloudy With a Chance of Meatballs 2, The Amazing Spiderman 2, and Edge of Tomorrow. Working in Houdini, one often may find themselves in a situation where they need to create an effect that must be easily modifiable and portable from scene to scene. Flexibility and efficiency in your effect hence force takes precedence so you can save both time and energy over the course of your project. To demonstrate this point, in this course, we are going to learn how to use procedural volume copying and Houdini 13's new VBD tools to create a rocket swarm that is both efficient and flexible, allowing for one to make modifications with timing, positioning, and scale without having to recreate or re-sim the effect from scratch. Some of the key takeaways from watching this course include learning how to set up pyro simulations for procedural copying, creating a particle simulation with the necessary attributes for this copying, using the Copy SOP and the power of copy stamping to drive your procedural workflow, using Houdini 13's new volume VBD tools to model and manipulate volumes, and finally, learning how to bring all these elements together, shade them, and render them in Mantra. By the end of this training, you will have learned how to take advantage of Houdini's powerful procedural workflow to create a rocket swarm that can be quickly modified to suit the scale and parameters of your scene, and hopefully you'll learn some new tricks you can apply to your other projects along the way. I'm excited to have the chance to work with Digital-Tutors so I can share these valuable tips and techniques with you. So, let's get started with the first lesson.