Houdini Tutorial Week 1

Start learning how to use Houdini.

The main questions we will explore in this session are.

Unlike MAYA, the Houdini interface allows us to move or rotate the interface directly with the mouse.

Many operations can be performed in the object panel on the right.

For example, when you click the right mouse button or [TAB] in the object screen, the panel where you can choose to create an object will appear.

Enter the name of the object you want to create in the [TAB] search panel and select the object you want to search for to create it directly. Remember to select the object you want to create and then right-click on it in the properties panel.

A base sphere is created for now. Then follow the tutorial video and create a box in the same way. If you want to switch between viewing the box, you can click on the blue marker on the right side of the [sphere] panel. Once you have hidden the sphere, you can observe the box.

There is also an [Parameter] in Houdini, which can be displayed by clicking on the [P] on the keyboard.

Of course, if you are in the initial panel, you will see [Parameter] directly by clicking on the created object node.

When you want to create a more customizable interface, combine the different property fields and select [Save Current Desktop As…] in [Build].

Named new Desktop

Now we successfully creates the new Desktop.

Select [Preference] in [Edit], then [General User Interface]. This screen can then be used to view and set the overall user interface.

Creating a new project is very similar to MAYA. In [File], select [New Project]. In the [New Project] window, you can then set the path to save the file.

Unlike MAYA, the project folder in Houdini does not have a [Scene]. Scene data in Houdini is generally minimal. In most cases, the main files are saved in the [Desk Folder].

[ch] is used for animations. [img] is used for pictures. Again, this is useful for AI and computer learning.

Usually, we work with objects in the [Object] screen. But you can also [double-click] on an object node and then go to the [Geometry] screen to manipulate the object.

The [TAB] in [Geometry] and [Object] will have different options.

In [Geometry]:

In [Object]:

The shortcut key for [Move] is [T].

The shortcut key for [Rotate] is [R].

The shortcut key for [Scale] is [E].

When you select [Enter] in the left property bar, you can [Show Handle] and [Right-click for options].

Although there are differences with the MAYA shortcuts, they are still well understood.

If an object is not in the center of the scene, use the shortcut keys [F], [G], and [H] to find the object you want to observe quickly. When there are multiple objects in the scene, select the object you want to observe in the [Geometry] or [Object] panel on the right. Then click on [F], [G], and [H] in the left-hand viewport to find the object quickly.

Here is a discussion of how to import files.

Create the [Alembic] node and double click on it to enter the [Alembic] node’s properties panel. In [File Name], select the file you want to import. (It is best to import the file in the Alembic format abc.)

To import the [obj] format, you need to create a [File] node. The import operation is the same as for the [Alembic] node.

If the model is not found in the scene at this point, or if the viewing angle is not appropriate. Click directly on [F], and the model can be quickly displayed in the [view] panel.

If you want to save a Houdini file, the best format to save it is [Bego] (sc.).

In Nuke, there are also two nodes [Transform] and [Merge]. Transform] is used to change the position of a file. Merge] is used to superimpose two frames. Houdini is a 3D software, and each object has its coordinates. If you want to see multiple objects created simultaneously in the Houdini interface, you need to use [Merge] to merge the objects spatially.

If you want to add a node to [trees], click [ALT] directly on the line to add it. To delete a node, click on [Delete].

In Houdini, you can use the [test_] file with the software for testing.

The teacher introduced to us that the more commonly used [test] file is [Tommy].

In Houdini, a 5 x 5 square area is considered to be 1m². We can use [test_Tommy] to assist in the design and creation of the model.

Click on [Node Info] in the node to see the information about the node. (The [i] in the middle on the left)

We are creating some simple productions:

Turn up the values of [rows] and [columns] so that the torus becomes smooth.

Create an [attribnoise] node.

Then, changing some of the [P] property bar values, we get a deformed object.

Now we export the file. Create [rop_geometry] or [filecache], both of these nodes can be used for rending export.

I use [rop_geometry] for the export.

[$HIP] is the path where the file is saved, [geo] is the name of the folder, [$OS] is the name of the path to the exported file, [$F] is the Frame number, and [bgeo. sc] is the format of the file output (which can also be changed to obj).

[D] is the [Display Options world], which can be used to adjust the settings of Houdini.

[U] and [I] are [jump up] and [jump down]

Attributes of [attribnoise]:

Save the file:

Getting started with the exercises

The process of making rocks.

First create [sphere], then select [Polygon] in [Primitive type].

I select [Flat shaded] to observe [sphere].

Increase the value of [Frequency] in [sphere]. This way, we will have more detail in [Noise].

Change the location attribute [Attribute Names] of the noise to [P].

Add the [null] node. The [null] has a definite shape, which helps us find the current item more easily.

Change the values of [Noise Type] and [Element Size] in [attribnoise]. More details can also be added in [Fractal] and [Warping].

Final derived rock:

The process of making a wooden house:

Create two [geo],create [box] and [testgeometry_tommy1] respectively.

Adjust the values on [box] properties so that the model will remain on the horizon when [Size] is increased on the y-axis.

Select the [Point] mode.

Select the points in the [sphere] and create the [Transform] node.

Below we need to add the details of the house.

To copy the nodes we need to [ALT] + [drag the mouse]. (It is best to drag the mouse upwards. When I dragged to the sides of the node, my node only moved and was not copied.)

Create a [boolean] node. The [boolean] node is used to handle interpolated models so that the interpolated models do not overlap with model errors.

Set [Treat As] in [Set A] of [boolean] to [Surface] mode.

I use [Delete] and [polyextrude] when creating the roof.

In the process of making the house, it was found that the normals would be reversed.

Adding a [REVERSE] will help the house’s face become oriented in the correct direction.

Plus the floor of the house.

Current node plan of the house:

Now add some detail to the wooden house.

Use the [box] and [copy and transform] nodes to create a similar feel to the wooden panels.

Other nodes in this project were similar to the previous house.

Final production process diagram:

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