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Cinematic Procedural Environments in Houdini
Welcome to Cinematic Environments in Houdini!
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Chapter 1 - Intro and project setup
1.1 Introduction and Course Overview (10:34)
1.2 Exercise files (3:59)
1.3 My houdini desktop and saved defaults (8:37)
1.4 Setting up the project file (3:30)
1.5 Theory and Methodology (11:03)
Chapter 2 - Creating the Main Tree and HDAs
2.1 Introduction and creating the tree skeleton (10:07)
2.2 Skeleton prep and shape noises (12:28)
2.3 Creating our first HDA and smoothing curves (10:56)
2.4 Creating a unified scale HDA part 1 (10:32)
2.5 Creating a unified scale HDA part 2 (7:12)
2.6 Creating Sweeping HDA with rest attribute (15:02)
2.7 Creating tree vines prep (10:00)
2.8 Creating tree vines curves (12:13)
2.9 Custom procedural detangle HDA (13:50)
2.10 Custom vellum detangle HDA Part 1 (11:11)
2.11 Custom vellum detangle HDA Part 2 (7:12)
2.12 Geometry displacement noise HDA Part 1 (13:52)
2.13 Geometry displacement noise HDA Part 2 (3:02)
2.14 Adding a tree hollow (11:25)
2.15 UV and Cleanup Creating the first part of the HDA (6:55)
2.16 UV and Cleanup UV transfer (7:47)
2.17 UV and Cleanup Custom UV transfer Part 1 (19:54)
2.18 UV and Cleanup Custom UV transfer Part 2 (17:06)
2.19 UV and Cleanup Refinement and projection of geo (10:47)
2.20 UV and Cleanup Final HDA bits and caching (10:20)
2.21 Tree internal branches Creating the curves in the tree hollow (10:53)
2.22 Tree internal branches Simulating the curves, High res geometry, UV, Cleanup (9:07)
2.23 Tree web structure Creating curves (13:56)
2.24 Tree web structure Blurring, high res geometry, UV, cleanup (6:52)
2.25 Challenge Create som hanging vines from the tree (1:30)
Chapter 3 - Creating the large surrounding trees and arches
3.1 Introduction and creating the initial wall shape and curves for the big trees (11:50)
3.2 Close big trees Bending the curves (18:53)
3.3 Close big trees Meshing and looping over each tree, UV, Cleanup, and wedging (19:21)
3.4 Distant big trees copying setup from close big trees (7:05)
3.5 Background branches wall Creating start and end points, finding shortest path (15:50)
3.6 Background branches wall Creating clusters, meshing, UV, cleanup, and caching (13:19)
3.7 Create arches and windows curves (8:17)
3.8 Window frames Copy setup from background branches and modify (6:04)
3.9 Arches Copy setup from background branches and modify (7:04)
3.10 Arch rooms Create shape and curves and copy setup from windows for mesh (12:49)
3.11 Window details Working with small details (14:24)
3.12 Window details Working with the larger details (15:14)
3.13 Detail branches above arches layer 1 Whole setup (17:41)
3.14 Detail branches above arches layer 2 Whole setup (6:07)
3.15 Challenge Create hollows in the big trees (3:15)
Chapter 4 - Creating the ground and throne steps
4.1 Introduction and creating the ground region (11:17)
4.2 Ground Preparing high res geometry (9:06)
4.3 Ground Create carving curves (11:31)
4.4 Ground Meshing of the carving curves, combining meshes (11:35)
4.5 Ground UV, cleanup, and caching (6:00)
4.6 Throne stairs Creating the initial steps loop (12:50)
4.7 Throne stairs Copy carving curves from ground and modify (8:02)
4.8 Throne stairs Removing tree region, UV, cleanup, and caching (6:02)
4.9 Challenge Create more tree stumps (1:54)
Chapter 5 - Creating the throne seat
5.1 Introduction and creating the initial chair shape (11:18)
5.2 Chair base Creating the curves (8:33)
5.3 Chair base Detangle, Meshing, UV, Cleanup, and caching (7:55)
5.4 Chair front sides Find regions and create paths (15:16)
5.5 Chair front sides Smooth, detangle, and ray to base (8:04)
5.6 Chair front sides Final curve adjustment, meshing, UV, Cleanup, Caching (4:30)
5.7 Throne branches Create the wing curves for layer one (11:12)
5.8 Throne branches Adjust curves and meshing (12:02)
5.9 Throne branches copy setup to make a second layer, meshing, UV, and caching (11:44)
5.10 Challenge Create an organic sigil to be added on the tree (4:17)
Chapter 6 - Creating the light organism
6.1 Introduction and creating the initial shape and curves (10:06)
6.2 Adding curve variation, raying to bulb, and meshing (10:51)
6.3 Adding small thornes (8:43)
6.4 Combining and high res meshing with UV, and wedging (7:47)
6.5 Create scattering points on the big trees (17:31)
6.6 Creating scattering points on the arches and top bend (10:59)
6.7 Bending the roots to sit on the collision geometry and caching (18:26)
6.8 Creating a particle simulation inside the bulb (19:09)
6.9 Cleaning up and copying the simulated particles to the bulbs (12:37)
6.10 Challenge Create another simulation variant inside some of the bulbs (1:45)
Chapter 7 - Creating mushrooms
7.1 Introduction and creating the initial shape and UV fixes (10:37)
7.2 Storing attributes and adding more detail, meshing, UV, Wedging (17:48)
7.3 Create scattering points in the environment (12:18)
7.4 Further adjustment to the scattering points (10:40)
7.5 Fracturing proxy geometry for RBD simulation (8:32)
7.6 Simulating the mushroom growth, fixing orient, and caching points (15:47)
7.7 Challenge Create another type of mushroom (2:30)
Chapter 8 - Creating moss and leaves
8.1 Introduction and creating the first strands of moss (11:49)
8.2 Creating the batches of moss variants and caching (7:13)
8.3 Creating the small organic shape and caching (10:18)
8.4 Creating fractal shape using L-systems (17:14)
8.5 Creating the scattering geometry (6:34)
8.6 Scattering points on first element (14:44)
8.7 Scattering points on other elements and caching (11:36)
8.8 Creating leaves (13:33)
8.9 Create scattering points on trees and ground for leaves (12:10)
8.10 Create falling leaves and caching (19:41)
8.11 Challenge Create a static model to be scattered around (1:34)
Chapter 9 - Creating the glow insect
9.1 Introduction and creating the initial shape (7:27)
9.2 Create deforming body and deform (7:03)
9.3 Create wings (9:10)
9.4 Create and simulate tendrils (11:29)
9.5 Combining shapes and cache (3:56)
9.6 Creating the tree particles (23:14)
9.7 Creating the general particles (10:38)
9.8 Challenge Create an organic animated insect or creature (1:32)
Chapter 10 - Lighting and rendering
10.1 Introduction and preparing USD exports (27:13)
10.2 Importing USDs to LOP network (3:55)
10.3 Setting up instancing (23:42)
10.4 Further instancing adjustment (5:17)
10.5 Light and fog (11:09)
10.6 Creating Cameras (18:49)
10.7 Materials - Tree Wood (22:57)
10.8 Materials - Ground and stairs (18:14)
10.9 Materials - Light Organism (17:11)
10.10 Materials - Mushrooms (6:12)
10.11 Materials - Moss (6:56)
10.12 Materials - Leaves (8:02)
10.13 Materials - Glow Insect (9:57)
10.14 Materials - Settings up the rest of the tree wood (4:45)
10.15 Karma settings general (20:18)
10.16 Further Karma settings (9:18)
10.17 Special setup for shot 2 (13:01)
10.18 Further adjustment to shot 2 (9:19)
10.19 Export USD cameras and challenge (2:40)
Chapter 11 - Compositing
11.1 Introduction and setting up nuke OCIO (5:48)
11.2 Splitting AOVs and merging with adjustment (15:09)
11.3 Adding glowing insects and fog (6:37)
11.4 Adding HDRI projection (10:38)
11.5 Depth of Field, Glow and other lens effects (10:20)
11.6 Shot 2 assembly and 3D projection from deep data (14:33)
11.7 Problems that could occur in shot 2, and final export from Nuke (10:15)
11.8 Davinci Resolve (extra bit) (3:24)
11.9 Recap what we have done, and what we could have done differently (7:57)
11.10 Outro (1:04)
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10.7 Materials - Tree Wood
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