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SearchThisVideo: Houdini Tutorial | For beginner | Episode – 01

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Watch video at 00:00
hey what's up guys rogers from vfx world
welcome back to my channel hope you guys
are doing absolutely fine in this video
i'll talk about for the very first time
houdini and today i'll teach you how to
create this amazing renders inside of
this software
so this will be a lot of fun without
wasting any time let's get started
[Music]
so right now guys we are in houdini and
guys let me tell you something very
important that this is houdini software
as we all know that this is a very
critical software to learn so don't skip
the video
i suggest you watch it completely okay
so let's jump in the tutorial
so when you open houdini for the very
first time it will look something like
that
now we have to set up our project
settings like project file like same
like maya and max so
first of all let me tell you some very
basic scratch something which is very
important for this tutorial
so this is a viewport as you can see
this is like a normal move tool
rotation scale this kind of tool bars
here and this area is like
like polygons modification model
deformation texture rigging something
like it's almost
look like cinema 4d and some this area
is exactly feel like maya
and this area is all about lighting
collisions particles gain
volume so many things you can do rigging
simulations so many stuffs as well
this area is all about parameters like
if you have any nodes you can
make their parameters here as well this
area is completely dedicated to their
node graph areas like nuke
and other node-based softwares as like
okay so now we have to create our file
so from go to file we have to take our
new project
so just click the new project this
window will pop up here so i'm making it
the new
like tutorial and you have to change the
path from just click here
it will go something here and now we
have to change our path from this area
now in this area i want to save my file
so just rename the file name to let's
take around
tutorial and then just press accept so
on this path the project file will be
saved here so this area is just leverage
something like that then just press
accept so now the project file is
created successful but we have to save
our this setup file so just from file
save as
now you have to go to again your that
same file location which you want to
save your file so i just have to go that
file this is my new tutorial file just
double click
double click and instead of to rename it
like main and then just press
accept so now you have successfully set
up your hoodie file so this is the very
first step which you have to do
when you launch houdini and you start
working okay so now in this video i'll
just talk about that how to create
this kind of renders so this looks so
realistic them cubes and all
okay so let's start with some very first
scratch okay so now we have to create a
very good geometry here
and in this area you just left click and
also you can press tab
and then you can search like geometry
and then just please click
now this area you can place it anywhere
just click here
so this this is a geometry folder or you
can call like geometry node
inside of this whatever you have to
create it will create inside of this
node so just double click here
it will go inside now see this obj which
is our geometry when you click this obj
it will go back and when you click

Watch video from 03:00 - 6:00

double click here it will go inside of
the geometry
now you can rename it just double click
here and rename it like a
geo let's take around geo underscore
and then like main so this will your
main geo and double click
now in this area we have to create the
other stuff so press tab here i'm taking
a grid
from here grid and then just press ok so
now press it something here
so this will be our grid setup here as
you see it's same like normal other 3d
softwares
now we have to increase our this rows
from like 10 i'm making it like 200 by
200 now i'm making it 200 but
later i'll increase these values so
don't worry about that now like all
other software so we have to take our uv
projection map so just click
in this button so this will be our
output node now this grid
don't have any input node so when you
click this area you can see one node
pipe will be popped up here
just left click it will release now you
have to take progressing
tab i'm taking like uv and click this up
project
and click anywhere of the scene and now
you can see this red mark will be popped
up here
now this is the output this is the input
and this is also output so it means this
output should connect with this input so
just drag and connect with this
now there is no changes here now in this
panel you can see this many boxes are
here as well
so when you move here it can like
display the render and this is
selectable option so just click this one
so this will be render as display as
well
and this is like selection now the see
that this option will exactly view in
this view panel
okay so now to check it like it's
exactly working properly or not you just
have to go to the perspective
and from set view you just have to the
uv view map so now you can see
the entire viewport is completely fit on
this viewport okay
so now fine you have to go to this
viewport set to perspective viewport
again
okay so the base area is completely done
now we have to do the next step
in the next step we just have to click
this output node and just release it and
press
tab here and you can find this attribute
panel here and in this attribute panel
you have just to click this
attribute from the map so just click
here so it will automatically connect
with this one
okay so this will be our attribute for
map so now what happened we are taking
information for
another image okay so in this panel we
have to take our textures so these are
textures channel and this is your
texture map so in this area you have to
import your exact image which you want
to use to extrude those amazing cube
boxes so just click here
and you have to click this hip just
click here so it will automatically
connect all together
so now what happened you are inside of
your project file so just let's make it
to bigger
and you have to find the txt folder here
as well
so now you have find this is your txt
folder just double click you will find
your textures here i already have
imported this texture on this folder
before starting this tutorial
now click in these two panels so that
you can see exactly how your image will
look like on projecting on this
card so okay the basic steps are
completely done now you have to go
forward
in the next step we have to take another
note called attribute create so just
drag and just press tab and from this
attribute you can find
this attribute create options here as
well so just click this attribute create
option so that it will come here
something like that just click this node
and just click in this two panel so that

Watch video from 06:00 - 9:00

this will visible here as well
and now we have to increase some
settings from here now in this image
i want to extrude the blue value but if
you want to change any other value i
will show you how you can do that
so first of all if you notice there is a
name called like attribute 0 1 so let's
change it to like
color scale this name is very much
important for the rest of the parts as
well
so when you click in this middle portion
in this middle mouse you can exactly
find this is three point attributes
which is cd
and one vertex attribute which is uv
which is this one uv project
and this color scale as you can see
color scale is fld which is this one as
i mentioned it like color scale
okay so the next step is all about how
we want to extrude and which color you
want to extrude so just click here
and now in this value panel i just have
to select this and just by pressing
shift and by pressing 4 i just have this
dollar button and then just press c
and now if you want to extrude the blue
value you just have to click the
b so it means color blue if you want to
import like a red value then c
r so it will be a red value so in this
case i am importing the b
for color b so just click and release it
in anywhere so now what happened in this
green panel as you can see the only
color blue will be extrude and
whatever the blue information says there
it based on this image format
it will automatically extrude it okay so
now what we have to do we have to take
another note
just click and release it by pressing
tab i'm taking like
poly extrude yes so this will be extrude
your model completely just click here
so now what happened just click these
two panels
now you can find you can have this
options here as well
now we have to play with this so just
increase the distance to something like
that so now what happened if you can see
this police are extruded now this is
divided into like content components so
we have to make it
individual elements so just click here
so what happened it will calculate now
all the boxes
as individual components so after
applying the distance value you have to
go to this local controls and you'll
find this distance scale so just turn
this on
now go back to this attribute create we
have to change one settings from here
which is the class
so let's change the point to let's take
around primitive
and from name just select and ctrl c so
just have to copy this
go back to this poly extrude and then
select this and ctrl v so now what
happened we pasted the same information
on this one as well
then release it in anywhere so that you
will find these pixels are started
extruding based on their blue color
informations
now this is the time where i can
increase the grid divisions value now go
back to this grid one and i'm increasing
the row value 200 to 800 so let's
increase it from 200 to
800 now after increasing the rows and
column values it will look something
like that now you can increase it more
based on your cpu and gpu
now you have to find your basic camera
pose where you want to export this
so in this case i'm selecting this much
area which is very good enough for
exporting
now all the setups are completely done
now go back to this obj now you have to
export this for export we need another
export rendering engine node which will
become from obj
and inside of this output one so select
the output one this will come as an
empty then just press tab here and you
will type like

Watch video from 09:00 - 12:00

mantra so the mantra is houdini's
inbuilt
rendering engine which is very good and
it will create so much good rendering
just click this one mantra and release
it here so this is your houdini
rendering engine where you can exactly
find
these many options which is by default
i'll come later because what is exactly
it is there is so many options here
now we have to go back to our obj and we
have to create our camera from this view
from this no cam you just have to click
this new camera just click this one
so you can find the camera will
automatically come here now let's rename
this camera to like
render cam and it will something like
that okay
now the render cam is here if you find
these many options like transform render
view and sampling this is a very simple
options okay so now we have to apply a
material and also a light
but before doing material we have to
create our light so from here
environmental light just select drag and
drop into here
so now you can find this is your
environmental light node
and you can import your environment map
like hdri but in this case i am not
importing any hdri
because i want to use the sky
environment map the environment map is
giving you very good example of
light just turn this on and you will
find this light see
it's suddenly getting dark because the
light is very much less so just increase
the light value to let's take around 35
now you can see this is so much light is
here now let's check once the render how
it will look like
so from this render view just have to
select your render cam
and you have to turn on this one by
default it will turn off like this
just have to turn this on so it will
become your ipr render and then just
simply press this render button okay so
the render is started right now and as
you can see the render is looking so
much like this
and if you click and hold anywhere of
the screen the rendering will start on
that area as well
now this have no material applied here
so you have to go to this material
palette from here
and you have to find this generic
material which is like principle shader
just
select this one and drag and drop into
this one then double click here
and you will find the surface opacity
textures bump and normal displacement
and settings
just go to the surface value in this
case i am increasing the surface
like specular basic value reflection
reflection metallic
and reflectivity as well so i'm just
increasing the metallic value to full
one
and roughness value to little bit higher
and also a reflective
tint value little bit higher like this
now how to apply this on the screen this
is very easy
just cross this one go back to the scene
view and then just select this one
and drag and drop into here something
like that that's it guys
now i have to go to again render view
and let's check once again after
applying the material how the render
fills look like just press the render
button
after applying the material the renders
look like something this and it's so
much
natural and the reflectivity values are
also very good so i think this much
lighting setup is good enough now guys
you have to play with this all the
settings to get a more good result
in this case i'm just only showing you
the process of how to you can do this
and all
okay so after that just cross this one
we have few settings left
that is called depth of field so now to
apply the depth of field you just have
to go back to your output one
select this mantra which is your
rendering panel where you can find this
many options like image

Watch video from 12:00 - 15:00

rendering object script and driver so
instead of this rendering panel
you will find this enable depth of field
just turn this on
and then start your rendering so now
after applying the depth of field the
rendering is started now go back to your
camera from this obj
select the render cam and inside of
sampling value you will find this focus
distance and
f stop so let's decrease the app stop to
let's take around one
and it will start blurring see when you
click and hold this areas will started
blurring
then change the focus distance to let's
take around four so now what happened
this area started blurring and somewhere
in some areas are started in focus now
see this
complete area is out of focus but this
area is sometimes in focus we have to
increase it
so let's take around 4.5 so that this
focus area will be changed
so in this case this area is started in
focus and the rest of the parts are in
out of focus so i have to change the
focus distance to
5.5 so from here 5.5 and now as you can
see
this area is completely in focus and
this area is out of focus okay
so now you can find these areas are very
much jittering in fact so much
noise so how to fix this we just have to
go to this
output mantra and from here we will find
this pixel samples now guys let me tell
you one thing if you increase the pixel
sample value
the rendering time will be taking so
longer so just increase the sample value
for this case
15 by 15 now if you notice just click
and hold
this area is not giving so much
jittering like previously
it started with bokeh effect and also a
smooth rendering process
as well and guys as you can see the
render is just now started
and when the complete render will be
done it can be look like something this
so guys i hope you really enjoyed this
short simple and super sexy tutorial
from houdini for the very first time on
my channel vfx world and if you really
love this tutorial then don't forget to
like comments and share
and also subscribe our channel vfx world
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all inside in description box below guys
i will see in my next video till then
have fun stay healthy keep rocking keep
watching with vfx
[Music]

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  1. Good Tutorial! What value $C do I have to write to only extrude black vertex colors. I have a black and white picture, and the only colors that extrude are the grey ones. Thanks!

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