Voppity Dop Sop Chop
These are some notes I have taken while watching some beginner Houdini videos, primarily discussing the language of Houdini.
NOTE: Keep in mind that this is pretty messy and information is a bit all over the place. I am basically treating this post as a way of taking notes while learning new things on Houdini basics from the SideFX site.
NOTE: Keep in mind that this is pretty messy and information is a bit all over the place. I am basically treating this post as a way of taking notes while learning new things on Houdini basics from the SideFX site.
Nodes/Operators
Surface Operators (SOPS) :
Deals with geometry.
Geometry, volumes, attributes, VFX.
e.g.
Procedural Soccer Ball - Network |
Channel Operators (CHOPS):
Deals with motion.
Procedural motion FX (this can be used in place of keyframes for a more realistic motion), e.g.
kinematic solvers, timing, sound, constraints
Procedural motion FX (this can be used in place of keyframes for a more realistic motion), e.g.
Add motion FX to the Y axis |
alter the way that the motion behaves |
kinematic solvers, timing, sound, constraints
Dynamic Operators (DOPS):
Deals with simulation.
Solvers, forces and collisions.
e.g. Fluids, rigid bodies, particles, hair, fur, etc.
For example using the RBD Instanced Objects tool, I told the soccer ball to go to the corners of another cube. Then by putting a ground plane down, you get this simulation:
Solvers, forces and collisions.
e.g. Fluids, rigid bodies, particles, hair, fur, etc.
For example using the RBD Instanced Objects tool, I told the soccer ball to go to the corners of another cube. Then by putting a ground plane down, you get this simulation:
You can alter different aspects of the simulation in the AutoDopNetwork, something that is automatically created when you create a simulation.
Vex Operators (VOPS):
Deals with shader building.
Shader building, geometry, compositing, VFX.
"VEX" is actually a scripting language, a vector expression language.
Entagma has a good resource for learning this HERE.
These days a lot of people are doing this kind of work inside a "Wrangle Node", inside which you can write VEX script.
Shader building, geometry, compositing, VFX.
"VEX" is actually a scripting language, a vector expression language.
Entagma has a good resource for learning this HERE.
These days a lot of people are doing this kind of work inside a "Wrangle Node", inside which you can write VEX script.
example VEX script inside a wrangle node |
Compositing Operators (COPS):
Deals with Images.
Houdini has it's own compositor.
Comps, colour, masks, effects.
Houdini has it's own compositor.
Comps, colour, masks, effects.
Render Operators (ROPS):
Deals with outputs.
Mantra nodes for rendering to Mantra, 3rd party renders, HQUEUE.
Geometry, channels, comps, etc.
You can have different renders within in the same scene doing different objects.
These can feed in to a merge node at the bottom.
You can have two different renders (say a RenderMan render and a Mantra render), that are then fed into a compositing node which resolves everything at the end.
Mantra nodes for rendering to Mantra, 3rd party renders, HQUEUE.
Geometry, channels, comps, etc.
You can have different renders within in the same scene doing different objects.
These can feed in to a merge node at the bottom.
You can have two different renders (say a RenderMan render and a Mantra render), that are then fed into a compositing node which resolves everything at the end.
Parameters, Channels, and Attributes
Parameters
Channels
Channels is any parameter that has been keyframed. Once it has been keyframed, it qualifies as a channel.
Attributes
Attributes are things that we can assign to point to different places. They are named values used to hold information.
For example a geometry node has attributes such vertices, points, primitives, and objects. Point color, position, UV coordinates, and normal, are stored as point attributes.
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