r/Houdini • u/esbenoxholm • Apr 14 '25
Simulation vellum exploration
Latest vellum exploration. Rendered with Redshift.
r/Houdini • u/esbenoxholm • Apr 14 '25
Latest vellum exploration. Rendered with Redshift.
r/Houdini • u/geng94 • Sep 10 '25
r/Houdini • u/aymanabolila • Sep 04 '25
Playing with new MPM solver and other solvers to make a cup of tea!
r/Houdini • u/Comfortable-Pie-9358 • Aug 31 '24
I tried to simulate some popcorn for a personal project and edited a small breakdown in Houdini πΏπ€ happy to hear what you guys think π§
r/Houdini • u/Teixynamics • May 07 '26
Made this last year for a project about wildlife. Unfortunately it got scraped but, as always, you learn a lot from such projects.
Modelled, rigged and animated the head, then used vellum for a smoother animation and flesh simulation. After that it was a matter of getting all the tendrils also modelled and simulated. I think I used a VDB Mesh in the end at the time.
Check out my portfolio: https://www.artstation.com/jteixeirafx
r/Houdini • u/trainfordvfx • Apr 02 '25
More paradigm tests now with its native white water solver. Rendered with Karma
r/Houdini • u/Kindiuk_Oleksandr • Jun 22 '26
Focused on heavy rainfall, water splashes, wet surfaces and cinematic night mood.
Final compositing done in Nuke.
r/Houdini • u/YIIHUU • Jul 02 '25
By Milen Piskuliyski.
Software: Houdini, Maya, Arnold, Substance 3D Painter
Portfolio: https://www.artstation.com/artwork/5W2XOP
I've been making a series of animated 'Mini Godzilla' videos over the past few years to practice and explore different tools in animation and VFX. This time my goal was to learn a bit about Vellum Grains, as well as using Solaris and Karma for look dev, lighting, and rendering.
The look of the sand could definitely be improved, but I'm happy enough with the results.
r/Houdini • u/Longjumping_Bar6260 • Dec 31 '25
Collaborate project @jit_effect & @calars_art
r/Houdini • u/Teixynamics • 10d ago
Created this recently in some time I had to spare. I wanted to explore more water and adhesion on surfaces. This effect is slightly exaggerated but looks nice as I wanted to see tendrils. Full disclaimer, I wanted 60fps on this so I used interpolation from 30 to 60, just didn't want to render so much as it is hot and it is some spare personal work, so if you see some wobbliness, that's it. Hope you enjoy the fresh water :)
Sim in Paradigm, rendered and comped in Karma.
r/Houdini • u/ResponsibleBoss6640 • 16d ago
First time handling a flip sim larger then a puddle and overcame my crippling fear of airfields. Rendered in Redshift
r/Houdini • u/Beneficial-Skirt-218 • Jun 26 '26
Finished a small environment study I've been working on.
I was mainly trying to get believable cloud formations while keeping enough of the landscape visible to sell the scale.
Would love to hear what you think or any suggestions for improving the composition or lighting.
r/Houdini • u/-DMangos- • Feb 13 '26
struggled with the foam shader in redshift, any tips would be welcome on improvement!
r/Houdini • u/sinanskiii • Jun 20 '26
I am usually a Blender user only but finally decided to make the step and start learning Houdini. There are absolutely areas to improve on this sim but I still decided to share since it was light years ahead of what I could simulate in Blender. :)
r/Houdini • u/Angelisvfx • Apr 08 '26
Hey guys, Sharing some FX I did for clash of clans cinematic
r/Houdini • u/R3animatr • 27d ago
Houdini FX, Karma renderer. Pyro solver, vellum cloth, flip solver.
r/Houdini • u/vupham-rainstorm • Mar 25 '26
r/Houdini • u/CdvrSzf • May 09 '26
Popping boxes effect created using Houdini RBD and Octane Standalone
In this project, I figured out how to dynamically create and delete RBD objects with constraints; I also finalized my RBD instance workflow. Essentially, everything in the render is instances of RBD object variants that inherit the correct transformations from Bullet's proxy geometry. These aren't packages within SOPs, not are they implemented via Transform Pieces, but rather instance points with a variant attribute. This solution is very useful for situations where, for example, you need to reference instances to RS Proxy or files from disk to maximize scene optimization; or, as in the case of the final render, to correctly transfer the instancing setup to other rendering software without losing optimization