1. BASICS 01. INTRODUCTION 01. Using The Website 02. Cg Industries 03. Vfx Departments 04. Fx Hardware 05. Vfx Software 06. Warning Nvidia Driver Problem 07. Houdini 20 02. FUNDAMENTALS I 01. Interface I Basics 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. Contexts 08. Common Bugs 09. Example Spiral Staircase 10. Transform Objects Pivots 11. Basic Shapes And Test Geometries 12. Groups 13. Example Cartoon Tree 14. Basic Curves 15. Mountain Attribute Noise 16. Scene Organisation 17. Example Forest 18. Attributes And Attribute Classes 19. Vertices Vs Points 20. Datatypes 21. Attribute Promote 22. File Access I Readingimporting 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 Voxalizer Minecraft Effect 35. The Ray Node 36. Attribute Adjust Nodes 37. Parameter Expressions 38. Deformers 39. Reducingremeshing Geometry 40. Groups Ii 41. File Access Ii Exporting 42. Measure 43. Example Simple Motion Design Attribute Transfer 44. Example Disco Ball Effect 45. Vex Vops 03. RENDERING 01. Rendering Overview 02. Rendering In Mantra Rops 03. Solaris Karma Lops Usd 04. Third Party Renderers 05. Takes Don T 06. Lighting Mantra Karma 07. Render Subdivisions 08. Shading I Assigning Materials 09. Shading Ii Principled Shader 10. Shading Iii Textures Noise Layers 11. Shading Iv Bump Displacements 12. Tip Simple Volume Render 13. Render Farms 04. FUNDAMENTALS II 01. Vex Ii Parameters Variables 02. Vops Ii 03. Comparisons 04. Bonus Combining Comparisons Boolean Operators 05. Bunting 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 20 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 05. BONUS MATERIAL 01. Freezelock Flag 02. Find Minmax 03. Advanced Noise 04. Procedural Modeling Electric Pole 05. Sidefx Labs Qlib Mops 06. Circlesphere Packing 07. Differential Growth 08. Refractions In Mantra Fake Caustics 09. Topspdg 10. Career Showreel Advice 2. POPS 01. POPS I – DOPS_SOLVERS 01. Solver Snow Footprints 02. Dops An Overview 03. Output Flag In Dops 02. 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 03. POPS II – ADVANCED 1 01. The Importance Of Caching 02. Trail 03. Prerolls 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 04. 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 05. 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 06. POPS – BONUS MATERIAL 01. Working With References 02. Wedging I 03. Pop Fluids About Shelf Tools.mp04 3. VEX 01. REFRESHERS 01. The Absolute Basics 02. Type Cast The Silent Killer 03. Random Noise Curlnoise 04. Fit 02. BASICS 01. Quick Multipliers 02. Multithreading How Vex Handles Data 03. Probability 04. Deformer Basics 05. Example Procedural Swarms 06. Vector Math Vector Between Two Points 07. Normalization 08. Point 09. Nearpoint 10. Minpos 11. Distance 12. Volumesample 13. Example Dops Magnet 14. Lerp 15. Example Geo Magnet 16. Getbbox Relbbox 03. MATH 01. Sin Cos 02. Dot Product 03. Cross Product 04. Double Cross Product 05. Matrix Matrices 04. GEO GENERATION 01. Basics Forloops Addpoint Run Once 02. Generate Curves 03. Example Cable Generator 04. Generate Volumes Values 05. Homework Ground Fog 05. ADVANCED 01. Arrays Nearpoints Foreach 02. Limiting Functions By Groups 03. Pcopen Pcimportpcfilter 04. Advanced Point Functions 05. Xyzdist Primuv Part1 06. Xyzdist Primuv Part2 07. Volumes Offsetting Volumes 06. BONUS Infections 00. About This Chapter 4. VELLUM 01. VELLUM I – INTRODUCTION 01. Xpbd 02. Dops In Sops 02. VELLUM I – BASICS 01. Vellum Basics 02. Stiffness 03. Damping 04. Vellum Collisions 05. Planar Patch And Geo Preparation 06. What Are Constraints 07. Constraints Overview 08. Pinning I Pin To Space 09. Pinning Ii Pin To Animation 10. Pinning Iii Attach To Geometry Flag 11. Forces And Dive Target 12. Example Dancing Wind Man 13. Vellum Caching 14. Homework Ventilator 15. Combine Vellum Objects 16. Iterations Substeps 17. Tearing Weld Constraint 18. Properties Mass 19. Properties Thickness 20. Properties Velocity 21. Vellum Post Process 22. Example Peel Off Effect 23. Vellum Stringshair 24. Example Vellum Grass 25. Stitch Points 26. Breaking Constraints Manually 27. Example Bendy Flag Pole 28. Glue Constraint 03. VELLUM II – ADVANCED 01. Friction 02. Advanced Pinning Pin To Target 03. Spawning In Vellum 04. Soft Volumes 05. Pressure 06. Struts 07. Tets Tetrahedrals 08. Homework Fill A Cup With Balls 09. Pump Up The Vellum 10. Stickiness In Vellum Glue Constraint 04. VELLUM – BONUS MATERIAL 01. Advanced Editing Of Constraints 02. Clothing Vellum Drape 03. Vellum Grains 04. Simulation Interactionmixing 05. Vellum Fluids 06. Vellum Rigids 5. RBDS 01. RBDS – INTRODUCTION 01. The Bullet Library 02. New Rbd Bullet Setups Keep It Simple Stupid 03. H195 Ui Changes 04. Setup Quickstart 05. Manual Dop Setup Before H18 06. Packing For Rbd Objects Assemble 02. RBDS I – BASICS 01. Rbd Collisions Intro 02. Concave Vs Convex 03. Name Convex Decomposition Static Objects 04. Convex Shapes Ii 05. Sleeping 06. Start Velocity And Mass 07. Density Vs Mass 08. Rbd Configure Node 09. Collisions Physical Properties 10. V And W 11. Rbd Forces 12. Subframes Vs Iterations 13. Example Card House 14. Rbd Spawning 15. Animated Deforming Collisions 16. Example Fruit Loops 03. RBDS II – FRACTURING 01. Intro To Fracturing 02. Voronoi I Fracturing Basics 03. Voronoi Ii Advanced Fracturing 04. Rbd Material Fracture I Concrete 05. Rbd Material Fracture Ii Glasswood 06. Rbd Material Fracture Iii Additional Functions 07. Boolean Fracture 08. Interior Detail 09. Example Space Station Destruction 10. Rbd Clustering I 11. Active 12. Example Breaking Ground 13. Example Cracking Ground 14. Torque 15. Example Simple Tower Destruction 16. Switching Active Animated Deforming 17. Example Crag Falling Apart 04. RBDS III – CONSTRAINTS 01. Rbd Constraints Glue 02. Rbd Constraints Overview 03. Rbdpack Rbdunpack Rbdio 04. Homework Break A Statue Glue Constraint 05. Tip Propagation Iterations Glue Constraint 06. Custom Constraints 07. Homework Wall I 08. Rbd Clustering Ii 09. Rbd Jitter Fix 10. Example Glass Shatter 11. Glass Shatter Render Fix 12. Example Wood Shatter 13. Low To High Proxy Geo(1) 13. Low to high proxy geo 14. Rbd Guide 15. Rbd Guide Secondary Fracturing 16. Hard Constraints 17. Example Wall Ii Part 1 Fracturing 18. Example Wall Ii Part 2 Constraintstweaks 19. Cone Twist Constraints 20. Pop Debris 05. RBDS – BONUS MATERIAL 01. Wedging Ii Simulations 02. Setting Up Soft Constraints 03. Breaking Soft Constraints 04. Metal Denting 05. Intrinsic Attributes 6. FLIP 01. FLIP – PREPARATION 01. Refresher Caching Volumes Heightfields 02. Using The Right Technique 03. Flip In Houdini 19 5 02. FLIP I – BASICS 01. Flip Theory 02. Splashy Vs Swirly Kernel Flip Vs Apic 03. Basic Setup I Inital State Volume Limits 04. Basic Setup Ii Guides Point Resolution Volume Resolution 05. Timeline Caching Limit 06. Sourcing 07. Visualising Speed 08. Sourcing Tips 09. Custom Flip Setup 10. Collision Velocity 11. Practical Numbers 12. Homework Simple Mountain River 13. Example Geysir 14. Flip Tanks 15. Homework Flip Tornado 16. Example Splash 17. Narrow Band 03. FLIP II – PIPELINE 01. Flip Pipeline Overview 02. Dop Import Fields Dop Io 03. Fluid Compress 04. Meshing Surfacing 04. FLIP III – ADVANCED 01. Reseeding 02. Particle Separation 03. Volume Loss Incomplete 04. Example Beach I Environment 05. Example Beach I Simulation 06. Vorticity 07. Boundary Layer 08. Fliprbd 09. Air Incompressibility 10. Boiling Water 11. Viscosity 12. Strawberry Sauce I Sim 13. Flickering 14. Changing Viscosity By Temperature Lava 15. Melting 16. Pressure Divergence 05. FLIP IV – OCEANS 01. Ocean Spectrum 02. Wave Instancing 03. Example Water Spherespiral 04. Shelf Tool Analysis Small Ocean 05. Ocean Shader 06. FLIP – HOUDINI 19.5 (BONUS) 01. Introduction 02. H195 Basic Setup 03. Flip H195 Containers Container Stream 04. H195 Sourcessinks 05. H195 Collisions 06. H195 Viscosity 07. H195 Pipeline 08. Analysis Flip Configure Tank Flip I 09. Analysis Flip Configure Lava 07. FLIP – BONUS MATERIAL 01. Density 02. Whitewater I Sourcing 03. Whitewater Ii Look 04. Whitewater Iii Shading 05. Wetmaps 06. Beach Ii Analysis Beach Tank Shelf Tool 7. PYRO 01. PYRO – PREPARATION 01. Preparation 02. Viewport 03. Viewport Volume Resolution 02. PYRO I – VOLUMES 01. Volume Tools 02. Cloud Tools 03. Cloud Fields 04. H19 Volume Deform 03. PYRO II – SMOKE 01. Pyro Crash Course 02. Pyro In H16 H17 H18 H19 03. Pyro Sourcing 04. Pyro Solver Overview 05. Dissipation And Wind 06. Temperature Buoyancy Gravity 07. Turbulence 08. Disturbance 09. H195 Velocity Scale 10. Gpu Pyro Minimal Opencl Nanovdb 11. Velocity Substeps 12. Example Cigar 13. Custom Microsolvers Gas Axis Force Gas Curve Force 14. Export Volumes Caching Pyro Optimization 15. Pyro Collisions 16. Render Pyro Smoke 17. Example Wheel Burnout 18. Sourcing Operations 19. Tornado I Point Based 20. Tornado Ii Gas Axis Force 21. Tornado Iii Velocity Fields 22. Rbd Debris Dustsmoke 04. PYRO III – FIRE 01. Flames History 02. Flames Basics Crash Course 03. Shredding 04. Flame Look 05. Flame Outputs 06. Example Fireplace I Simulation 07. Example Fireplace Ii Lighting Shading Rendering Embers 08. Analysis Bonfire Preset 09. Pyro Source Spread 10. Analysis Pyro Configure Spreading Fire 11. Fire Trail 05. PYRO IV – EXPLOSIONS 01. The Divergence Field 02. Rambling About Explosions H185 03. Pyro Explosions Theory 04. Understanding Explosion Sourcing Pyro Burst Source 05. Example Explosion I Source Base Settings 06. Example Explosion Ii Microsolvers 07. Example Explosion Iii Postprocess 08. Example Explosion Iv Render 06. PYRO – BONUS MATERIAL Colored Smoke Houdini FX Course by Christian Bohm (complete).7z Houdini FX Course by Christian Bohm (complete)_Subtitles.7z 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 [Houdini-Course.com] Houdini FX Course by Christian Bohm (Part 1 Basics & 2 Pops).7z [Houdini-Course.com] Houdini FX Course by Christian Bohm (Part 1 Basics & 2 Pops)_Subtitles.7z