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Houdini FX Course by Christian Bohm (Part 1 Basics & 2 Pops) Free Download

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About Houdini FX Course by Christian Bohm (Part 1 Basics & 2 Pops)

What is this course?

This course is the Houdini FX Course by Christian Bohm, which covers the basics of Houdini FX as well as the Pops module in two separate parts.

Who can use this course?

This course is suitable for beginners who are interested in learning the fundamentals of Houdini FX and the Pops module. It is also beneficial for anyone looking to expand their skills in visual effects and 3D animation.

What can this course do: Pros and Cons

Pros:

  • Comprehensive coverage of the basics of Houdini FX
  • Detailed explanation of the Pops module
  • High-quality instruction from Christian Bohm
  • Hands-on exercises to reinforce learning

Cons:

  • May not be suitable for advanced users looking for more advanced techniques
  • Does not cover other modules in Houdini FX

FAQ

Q: Who is the instructor for this course?
A: The instructor for this course is Christian Bohm, a skilled Houdini FX artist with extensive experience in the field.

Q: Is this course suitable for beginners?
A: Yes, this course covers the basics of Houdini FX and is suitable for beginners looking to learn the fundamentals of the software.

Q: Can I apply the skills learned in this course to real-world projects?
A: Yes, the skills learned in this course can be applied to various visual effects and 3D animation projects using Houdini FX.

Download Houdini FX Course by Christian Bohm (Part 1 Basics & 2 Pops) For Free

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01. Basics
1. Introduction

01. Using The Website
02. CG Industries
03. VFX Department
04. FX Hardware
05. VFX Software
06. Warning- Nvidia Driver problem
07. Houdini 20

2. Fundamentals I

01. Interface I – Basis navigation
02. TREE VIEW VS. NETWORKS
03. THE GEOMETRY SPREADSHEET
04. INTERFACE II WORKING WITH THE NODE NETWORK
05. FLAGS
06. (TIP) DASHBOX, QUICKMARKS AND RADIAL MENUS
07. Context
08. Common Bugs
09. (Example)Spiral Staircase
10. Transform objects pivot
11. Basis shapes and test geometries
12. Groups
13. (Example) cartoon tree
14. Basic Curves
15. Mountain or Attribute noise
16. Scene Organisation
17. (Example forest )
18. Attributes and attribute classes
19. Vertices and points
20. Data types
21. Attribute promote
22. File access I – reading ,importing
23. (Example) Spheralizer
24. paint attributes
25. Visualization
26. Boolean Node
27. (Example)Slicer the boolean node
28. Match Size
29. Scatter I – Basics
30. (Example Donut I) – Scale
31. (Example Donut II) – Rotation
32. Scatter and align
33. (Bonus)Scattering tips – Distribution and pscale
34. (Homework)Voxaliazer (minecrafteffect)
35. The Ray Node
36. Attribute adjust nodes
37. (Parameter)Expressions
38. Deformers
39. Reducing or Remeshing Geometry
40. Groups II
41. File Access II;Exporting
42. Measure
43. (Example)Simple motion design or attribute transfer
44. (Example)Disco ball effect
45. VEX+VOPs

3. Rendering

01. [OUTDATED] VIEWPORT COLORS _VIEWPORT MATERIALS_ACES
02. Rendering Overview
03. Rendering in mantra ,rops_
04. Solaris,karma,lops,usd
05. Third party renderers
06. Takes(dont)
07. Lighting (Mantra or Karma)
08. Render Subdivision
09. Shading I – Assigning material
10. Shading II – Principle Shader
11. Shading III – Textures,Noise and layers
12. Shading IV – Bump + Displacements
13. [Tip]Simple Volume Render
14. Render Farms

4. Fundamentals II

01. VEX II – PARAMETERS & VARIABLES
02. VOPS II
03. COMPARISONS
04. BONUS COMBINING COMPARISONS BOOLEAN OPERATORS
05. Bunting or copy to curves
06. ATTRIBUTE TRANSFER AND ATTRIBUTE COPY
07. FOR LOOPS
08. MASKING
09. [HOMEWORK] SNOW GENERATOR
10. ATTRIBUTE FROM TEXTURES
11. [HOMEWORK] DOT PRINT
12. TRACE
13. PACKED GEOMETRY
14. PACKUNPACKCONVERT
15. MULTI COPY
16. (BONUS) MULTI COPY WITH ATTRIBUTE FROM PIECES
17. THE ADD NODE
18. [EXAMPLE] PINTOY
19. FLIPBOOK
20. THE MAGIC NODE POINT DEFORM
21. Assets
22. UV MAPPING
23. VOLUMES
24. VDBS – VOLUMES 2.0
25. SDFS – SIGNED DISTANCE FIELDS
26. OVERVIEW RAND VS. NOISE VS. CURLNOISE
27. RANDOMNESS
28. NOISE
29. FITRANGE() REMAP
30. CURLNOISE
31. REST POSITION
32. ADVANCED CURVE TOOLS
33. [EXAMPLE] GRASS FIELD
34. FILE ACCESS III CACHING
35. PERFORMANCE MONITOR

5. Bonus Material

01. FREEZE or LOCK FLAG
02. FIND MIN or MAX
03. ADVANCED NOISE(outdated)
04. PROCEDURAL MODELING ELECTRIC POLE
05. SIDEFX LABS QLIB MOPS
06. CIRCLE SPHERE PACKING
07. DIFFERENTIAL GROWTH
08. REFRACTIONS IN MANTRA FAKE CAUSTICS
09. TOPS or PDG
10. CAREER SHOWREEL ADVICE

02. POPS
1. POPS I – DOPS or SOLVER

01. SOLVER SNOW FOOTPRINTS
02. DOPS – AN OVERVIEW
03. OUTPUT FLAG IN DOPS

2. POPS I- BASICS

01. CONTROLLING YOUR SIMULATIONS
02. BASIC POP SETUP I
03. BASIC POP SETUP II
04. STATIC OBJECT – BRINGING COLLISIONS INTO DOPS
05. OPINPUTPATH()
06. PHYSICAL PROPERTIES
07. DOP COLLISION REPRESENTATION SDFS
08. POP SOURCING II
09. ADVANCED COLLISIONS
10. GRAVITY
11. POP FORCE
12. POP WIND
13. POP AXIS FORCE
14. POP CURVE FORCE
15. POP ATTRACT
16. POP FAN
17. POP DRAG
18. POP GROUPS
19. V VS FORCE
20. EXPRESSIONS II – SIN, COS, USAGE IN POPS
21. DOP OUTPUT ATTRIBUTES
22. (Example)Fountain
23. DOPIMPORT

3. POPS II – Advanced 1

01. THE IMPORTANCE OF CACHING
02. TRAIL
03. PRE-ROLLS
04. [HOMEWORK] RAINSNOW
05. RENDERING POPS I – PSCALE AND MOTION BLUR
06. THICKENING TRAILS
07. [EXAMPLE] FIRE RING
08. VELOCITY FIELDS AND POP ADVECT
09. [EXAMPLE] GROWING ROOTS
10. [EXAMPLE] FLOATERS
11. [EXAMPLE] DROPS ON BOTTLE
12. [EXAMPLE] FLYING DUST SAND

4. POPS III – Advanced 2

01. POP SHADING
02. [EXAMPLE] TURN TO DUST
03. [EXAMPLE] BUBBLES IN A BOTTLE
04. WORKING WITH TIME I – BASICS
05. WORKING WITH TIME II – TIMEWARP
06. HIT ATTRIBUTES RESPONSES
07. POP REPLICATE
08. [EXAMPLE] FIREWORKS
09. POINTS AS LIGHTS
10. MODULO

5. POPS IV – Grain

01. GRAINS (PBD)
02. VISUALIZING GRAINS IN THE VIEWPORT
03. OPENCL
04. [HOMEWORK] FILL A CUP
05. SLEEPING
06. FRICTION STICKYINESS SIMPLE CLUMPING
07. CLUMPING
08. HEIGHT FIELDS

6. POPS – Bonus Material

01. WORKING WITH REFERENCES
02. WEDGING I
03. POP FLUIDS

1. ABOUT SHELF TOOLS

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