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Hi, I am about to start to learn Houdini here to improve my overall asset creations and technical art for games. Is there any pre-requisites that I should learn or do before picking up Houdini? Does anyone have like a full intro course guide to Houdini?

I am currently using Maya as my main software, but I have learnt Unity, Blender and a bit of Python.
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As long as you know how 3D software works you are good to go, Houdini is easier than people say.

Also if i was you i'd use Houdini only for "physics". You know water,explosions,particles,oceans, fluids,collisions,smoke,sand, wind etc. etc. Its amazing for that, best in the biz, but for modelling and rigging/animating Maya is way more user-friendly and easier to use.
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Check out Houdini Procedural Foundations from Learn Squared, learn. Jumpstart Houdini from Helloluxx and Rohan Dalvi for procedural 3d modelling stuff, and Applied Houdini for dynamics stuff.

>>581008
Houdini has a big place in an asset pipeline for procedural geometry as well. I wouldn't say it's easier than people say though, it can be very defeating and daunting when you first learn it, and to get the most out of it a fair bit of math/programming is required.
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>>581001
Imagine using your typical node system for something like Substance shaders or blueprints in Unreal, now imagine a program where literally everything is done through nodes, that's Houdini. You trade the ability to easily manage the smaller details for more sweeping and global changes, so as people say it's not for everything. The more your work fits the framework of building up complex arrays of things where you can easily propagate attributes across some or all of them using rules, the better it will be for you.
The complexity of the program comes not from the program itself but the way you have to mentally break things down into phases towards achieving a certain goal, so that you can go back and change anything at any time and have it work, such as using constraints whenever possible instead of absolute positioning, so that things still move in sync.
The really cool stuff is that because everything is a node, everything is interoperable; geometry, simulations, landscapes, oceans, particles, Houdini doesn't care what it is, it's all part of the same system. You can do silly things like turn an ocean into a terrain map, boolean a face into the landscape, and then run a physics simulation with collisions on it, and everything could still be changed at any time.
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>>581008

My own interest in Technical Art was the main reason why I picked up houdini, but I also was really interested in how much it could alter the geometrical models at any point of time. Would probably still model certain stuffs in Maya though xD

>>581016

Are those books/pdfs? or Videos? while I am sort of willing to spend to learn, I am still a student and a lot of these subscriptions are very expensive ._.

>>581017

Damn sounds much more amazing then what I have heard xD. But I guess it also makes sense that not all games have to need that kind of complex flow...
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>>581022
You can get a 3 month free subscription on Pluralsight, they have quite a bit of Houdini tutorials.
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>>581022
Rohan Dalvi has some free tutorials on his Vimeo, and the first video for both Rigids and Volumes are each free for Applied Houdini (very good videos).

As for free channels, check out Think Particle, Go Procedural, and Peter Quint.
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>>581024
>>581029

okay. Thanks for the recommendation :) Will check them out now
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Blender can do anything houdini can do and better, this board is full of autodesk and sidefx shills. Focus your skills on learning EVERYTHING blender can do, get the plugins. Since you already have experience in blender you'll go a lot further than if you try to learn houdini, which will probably be dead in a couple years anyway.
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>>581075
>Blender can do anything houdini can do and better...
No it can't.

https://youtu.be/D5Qw9TTZTKE?t=1m46s

Show me ONE EXAMPLE made with Blender with destruction and fireworks as detailed as the sequence from 1:46 - 2:36 min.


>Houdini will probably be dead in a couple years anyway.
Nope

Blender probably will not be able to do in 10 years what Houdini can do now.
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>>581075

We use autodesk products because they are better than your shitty blender. Also, Autodesk products will give us actual carrer opportunities.
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>>581192
Blender is breaking its way into mainstream development. It's only a matter of time before it renders maya obsolete
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>>581548

HAHAHAHA

Of course, I'm sure all AAA game studios and animation studios are switching to blender as we speak. I'm sure 3d teachers will stop teaching maya in favor of blender.

Oh wait, this is reality and no studio is taking you and your crappy software seriously and it's never going to change.

It's always a pleasure to bring blendtards back to reality, the reality they are so afraid to face.
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>>581548

No. Let me tell you why. It wouldn't even matter if one day Blender got a better UI and was easier to learn than Maya and could do everything Maya can do. Here is the reason why professional studios won't drop Maya.

Support.

If you've got a multi-million dollar project in the works and something goes wrong with your software you're not going to post a message on some Blender Community and hope that one of the basement dwellers there knows the solution and is willing to help you. You're going to want to be able to get on the phone and call your tech support representative and have them fix your problem right then and there. That is why major studios use Maya because they can get instant technical support for their problems.

I used to work as a systems engineer for a company that sold computers and software to fortune 500 corporations. Every one of those corporations could have bought their computers cheaper at some local computer store but they didn't, the bought them from us because they knew if they had a problem we'd have a representative on their location within a few hours fixing their problem.

If you're a real business you don't nickle and dime your way through operations if that nickle and dimeing will crush your entire project if something goes wrong. You plan for and manage your risks. Blender being free isn't worth the risks if something major goes wrong and you now have to rely on the Blender Community to fix it. You want to be able to pick up the phone and have someone rush over and suck your dick while they fix it.
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>>581091
>Show me ONE EXAMPLE

sorry but most artists who work with blender are just busy to earning money and not waste it on some shit like this.
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>>581557
>I'm sure all AAA game studios and animation studios are switching to blender as we speak.

they did already. Disney is runing many shit in modeling dep on blender.

>I'm sure 3d teachers will stop teaching maya in favor of blender.

why should they stop teaching maya?
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>>581567
Its indeed a waste of time trying to search for these and then have to realize there are none...
Its pretty clear why nobody even tries....
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>>581568
>why should they stop teaching maya?
because its obsolete
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No reputable studio uses and/or will ever use Blender.
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>>581640
Man in the High Castle, the #1 show on amazon streaming uses blender exclusively. You should neck yourself
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>>581641
Never heard of that show and be aware that Blender people have an habit of doing things in Maya, then importing them into Blender and then claiming they did those things in Blender.
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>>581568

Because a couple of studios use blender then all studios are switching? Give me a break.

>>581625

It isn't obsolete. Almost all game studios use it. Barely any studio usesx blender. It doesn't mater if you think otherwise, this is how it is.
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>>581641
Not exclusively. They used Houdini for particles and dynamics.
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>>581563
It's open source. With all the money a studio would be saving by dropping maya they could easily hire coders to support blender in the event there are issues. This should be obvious but I guess not everyone here has developed (ANY) critical thinking skills.
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>>581732
>in the event there are issues
>blender
Studios don't do that because it wouldn't make any sense. What Studios do with Blender is: they throw it into the trash, use whatever useful tool they can get and develop their own tools to fill the gaps.
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>>581732
as a blenderfag i do agree with the tech support guy.

sometimes a technical artist isn't enough to solve problems. big studious have to rely on tech support
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>>581732

Why would any studio drop Maya for shitty blender?
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>>581732
>With all the money a studio would be saving

You're so clever anon, why haven't those industry schmucks figured this stuff out? You should do consulting.

Kidding obviously, you're a retard. Software licensing is a drop in the bucket compared to the cost of employing a bunch of artists. Using blender would just incur a shitload of cost due to lost productivity.
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>>581732

Hiring a team of full time coders to fix Blender problems would cost more than a Maya license. Do you not think that if Blender was ultimately cheaper nobody would be using Maya. They use Maya because Autodesk will send someone over to suck their dick if they run into problems.
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>Asks a single Houdini help for beginners.

Maya VS Blender

srsly both sides is fine. knowledge between softwares are similar. I appreciate the ease of free blender tutorials and apply them into maya sometimes. likewise stuff I picked up in maya has been also used in blender.

baka always an unending war
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>>582183

the fuk suddenly baka appears I didn't type that.
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why do blender fags always inject themselves into everything

houdini is for fx, blender is comparable to maya - but not to houdini
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I still can't internalize what Houdini is. Is there any explanation for retards?
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>>584984

A 3D tool like Maya or Blender. But a different workflow and better simulations. It has the capacity to pull out very impressive Simulations. It also has a Node-Based workflow which helps with efficient procedural modeling.
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>>584984
So let's take something like Max. Every entity in Max is a distinct object without any intrinsic link to anything else in the program. Any changes you make to an object may be sorted into a "history of changes" aka the modifier stack, but there is a limit to how much you can rely on the stack as a procedural mechanism - it only flows one way and it's easy to make changes which you can't go back and change or else it'll break the stack. As a result, the procedure for making things in Max is fairly rigid; you design something, you make that something do things, and then if you want to can add a simulation on top of it. And you have to be fairly certain at each step of the way that you're really finished with what you made, because going back and changing things means stepping back through the process and updating those changes manually.

In Houdini every entity is a node that is part of the same system, and can be linked in some way, so for instance, you don't need to declare geometry as a particle within a separate generator, you simply add it to a particle system whenever you want, and the same goes for every system, it's all nodes that can be mixed with any other node. For the most part, Houdini doesn't let you do things that you can't undo, or at least tries to, but if you construct things properly with proceduralism in mind, then it doesn't matter how far into the design process you are, you can go back and change some initial values and everything will cascade down the stack to match.

An example: you make a vehicle, animate the vehicle crashing through a wall, and simulate the wall reacting to the collision. In Max, if you decided to change the size of the vehicle, it would require reanimating and resimulating everything. In Houdini, everything is reactive because it's based on rules and not direct input, so you could change the size and shape and the vehicle and it would still animate and collide properly, assuming (again) you set things up properly.
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>>585022
Because everything in Houdini is constructed from nodes, it's a lot like Substance Designer in one important way - you can package and reuse any previously created graphs or sections from a graph as their own self-contained unit. If you made a generator for a wall where you can add doors and windows and want to save it for future projects, you can just grab all the nodes from it and save them to their own function, which you can add to the included collection of operators, which are in fact themselves pre-packaged functions. You can even open up any existing node to see how it works on the inside. So, over time, you can build up a library of things you can call back with the press of a button and integrate them where you see fit, so in a way none of your work is ever wasted.
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>>585024
Nodes or visual programming are just a spaghetti mess for people who can't properly program
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>>585025
Except no knowledge of programming will fix the way Max or Maya work, you can add extensions or automate tasks at best. Houdini lets you fully program everything if you so choose, you don't have to touch the node network if you don't want to.
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>>585027
>Hurrrrrrr
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>>585025

Well many artists hate to program. The time I could spend learning to program I spend it refining my art skills, just like most artists do. Nodes are great and no coding elitists will make me think otherwise.

I really hope your computer don't have an user interface, this shit is for noobs who cannot program.
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>>585101
>no coding elitists will make me think otherwise
To work with node editors is actually harder than programming with a text editor. Just so you know.
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>>585101
>Well many artists hate to program. The time I could spend learning to program I spend it refining my art skills, just like most artists do. Nodes are great and no coding elitists will make me think otherwise.

jfc - when WILL. YOU. LEARN
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>>585153
consider the follow

using unity feels like driving an old busted van that's full of junk and paperwraps.
using ue4 feels like driving a new Bentley with smooth animal leather and voice commands.

unity shaders are atrocious. everything is stupid drag-n-drop. the camera controls are a nightmare and it doesn't even have its own compiler/ide. the only good thing i would say about unity is that its very compatible with animations and file formats, but the rest is garbage. with ue4 you can go from cartoon shit to uber realism without completely tearing apart the existing code or shaders
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>>585155
this has nothing to do with what was just posted (image)
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Artists that hate the notion of coding either put away their ego soon or they'll be left behind. Proceduralism, programming, etc is going to take over relatively soon, people who resist the change will just be left behind by people who don't.
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>>585290
Bullshit
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>>585303
he's right you know
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>>585303
Get really good at sculpting then anon, I don't see those getting the proceduralism treatment anytime soon. Traditional modeling? You bet. Will you need to know how to program in VEX (or some language) like an actual programmer? Probably not (though those that do will reap the benefits), but at the very least you'll need to learn to think like a programmer for a lot of things and get used to the node-based modelling (which is programming, just very high level programming where most functions are prepackaged neatly for you).
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https://www.youtube.com/watch?v=EL4pKdahqbI

This is the kind of thing someone good with Houdini can procedurally generate thousands of with the click of a button. Needless to say, while proceduralism will have little application for something like a bottle for your archviz, being able to do the above will put you miles ahead of everyone else. In fact, in the task of modelling a cityscape for a movie for example, it's fair to say that someone who can do the above is easily thousands of times more efficient than someone who goes at it with traditional methods.
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>>585310
no of that is specific to slowdini, retard
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>>585311
Exactly, retard, it's something you can do with that kind of system. A kind of system that will gain a lot of traction in the near future.
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>>585381
what "kind of system"
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>>585386
procedural node based modelling system

https://www.youtube.com/watch?v=g_K6lWBlSdc
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>>581075
>but muh crappy Blender blah blah nonsense
You are fucking deluded, Blenderfag. your shitty amateur app will NEVER be a rival to Houdini or Autodesk.
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How feasible would it be to ditch Autodesk products and go for a Houdini + ZBrush combo? Using Houdini for Gamedev, Animation, Rendering, Compositing?
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>>586119
So would you rig in Houdini and retopo in zBrush? Im implying you need those since you're doing animation.
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>>586123
Rig in Houdini and retopo wherever. Houdini has implemented retopo tools as well. But retopo is the least of my concerns pertaining to what I asked.
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>>586128
it wouldnt be industry standard. The standard is rig in maya. Even Weta does this.
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>>581091
is this like an actual movie or just a really really good tech demo?
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>>585308
There is some potential in VDB's for organic, procedural modeling.
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>>586579
Russian Movie called Attraction.
http://www.imdb.com/title/tt4731148
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>>581001
Well... Houdini was first made for animating logos. And then an intern who was working at Side Effects started a project and coded Mantra. They thought it was a good idea. The software consists of separately programmed nodes which are all little programs in itself. If you go to the main directory every command is an .exe file. At some point they thought it would be great to control animation via sound so someone coded the channels. It has been used widely to create television news logos and title animations.
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>>587505
>It has been used widely to create television news logos and title animations.

kek
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>>585310
she's cool

https://vimeo.com/229252148
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Is it worth learning if all I do is motion graphics?
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>>589462

If you're using Maya with MASH or C4D for example and often find yourself limited with what you can do, then it might be worth it. For most motion graphics users Maya + AE or C4D with AE is more than enough. But if you're interested in procedural systems, simulations etc you'll find it amazing.




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