Houdini Research

As I have previously already done some research on Houdini due to the project  I did last term being based on the same thing, I can use the old blog post that I made as reference for this project. The link below is direct to the post I did on Houdini research last semester, it includes information on the features of the software, pros and cons, node use and films that used the software. Each of these aspects I learnt were valuable as it gave me a better chance of understanding the software before I went onto it.

https://med3017a-1819-gglevel3projectone.coursework.lincoln.ac.uk/2018/10/15/houdini-research/

As I am now starting to get a hang of the interface, one of the aspects I will further researching into is the node use as I have realised this software is much more heavily based on the technology and geometry side of things.

I accumulated some of my node research from the sideFX.com website, as I know that this information will be accurate due to Houdini being developed from this company.

Types of Nodes: http://www.sidefx.com/docs/houdini/nodes/index.html

Channel (CHOP) – Create filter and manipulate channel data

Compositing (IMG)  – Create, filter and manipulate image data

Geometry – are inside the geo objects and generate geometry

Dynamics (DOP) – set up the conditions and rules for dynamic simulations

Object (OBJ) – represent objects in the scene i.e. character parts, geometry objects/lights/cameras etc.

Render (ROP) – either render scene out or set up render dependancy networks

VEX – containers for VOP networks

VOP – allow definition of a program (like a shader) by connecting the nodes together, software then complies the network into VEX code.

Having a small understanding on how the nodes work in the software and how they are linked together to create the simulation will give me a more knowledgeable approach when in the creative process, this knowledge will allow me to increase my skill set and challenge my current capabilities.

The image above is what a ‘geometry node’ looks like. As I have already begun the process of creating ‘soft jellies’ this node is familiar to me, alongside an object node and render node. However, I have obtained a clearer understanding after seeing what components make up the geometry node. For example, when I was blindly making my way round the interface and struggled to see the object in the viewport, I didn’t realise that I had to highlight/select the component furthest right.

Comparing to other software i.e Maya:

Although Maya is good for modelling and texturing and – in terms of learning the software – Maya would be simpler to learn due to the easier set up and traditional workflow, the thing that makes Houdini good for this project is because i want to learn how to create VFX in ‘the elements’ i.e. water, fire, smoke and things that behave like a liquid or gas. Houdini is known for creating professional outputs that looks realistic. From my previous term I learnt that there were many films that used Houdini to create sequences involving sand (Spiderman) ocean (pirates of the Caribbean).

https://www.educba.com/maya-vs-houdini/

 

Leave a Reply

Your email address will not be published. Required fields are marked *