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Houdini Course
More than 2 million students worldwide

Houdini Course

Master Houdini from the ground up and build the procedural skills studios actually hire for. This course takes you through VEX scripting, particle and fluid simulations, destruction dynamics, rendering with Karma, and full pipeline integration. Every chapter is built around real production workflows so your skills translate directly to the job.

Dedika for businesses

What you'll learn:

  • Navigate Houdini's node-based interface and configure a professional production environment.

  • Build procedural geometry networks using SOP-level modelling and UV attribute workflows.

  • Write VEX code in attribute wrangles to manipulate points, primitives, and custom attributes.

  • Simulate fire, smoke, FLIP fluids, particles, and rigid body destruction using Houdini's DOP solvers.

  • Produce polished renders with physically based shading, lighting, and AOV passes in Karma and Mantra.

  • Package networks as Houdini Digital Assets and integrate them into USD and multi-DCC pipelines.

How you study in practice Houdini Course

How you practise Houdini Course

For businesses looking to train their team

With Dedika for businesses, the course includes exercises and examples tailored to your own business and the way your company needs.

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Course content

8 Chapters • 40 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Introduction to Houdini and Its Interface

  • Lesson 1 • Understanding the Node Graph

    Introduces the network editor and node-based paradigm central to Houdini. Provides the mental model needed for all procedural work ahead.

  • Lesson 2 • Basic Parameter Editing and Expressions

    Introduces parameter sliders, channels, and simple HScript expressions. Prepares students to drive node behaviour through values and basic logic.

  • Lesson 3 • Project Structure and File Management

    Teaches $HIP, $JOB, and path variables for organised project setup. Prevents pipeline errors caused by broken file references.

  • Lesson 4 • Houdini's Role in Production Pipelines

    Establishes where Houdini fits within VFX, game, and animation pipelines. Grounds all subsequent technical learning in real-world production context.

  • Lesson 5 • Navigating the Houdini Interface

    Covers the main UI panels, viewport controls, and customisation options. Enables confident daily navigation before any node work begins.

Chapter 2See details

Geometry and the SOP Context

  • Lesson 1 • Boolean, Merge, and Combine Operations

    Introduces Boolean, merge, and cookie SOPs for combining geometry. Enables construction of complex shapes from simple primitives.

  • Lesson 2 • Primitive Types and Basic Shapes

    Covers Houdini's geometry primitives: polygons, NURBS, curves, and volumes. Establishes the building blocks for all SOP-level modelling.

  • Lesson 3 • UV Unwrapping and Attribute Management

    Covers UV projection, unwrap, and attribute SOPs for texturing readiness. Ensures geometry leaves the SOP context properly prepared for shading.

  • Lesson 4 • Procedural Modeling Techniques

    Applies copy-stamp, foreach loops, and instancing to build repetitive structures. Demonstrates the power of procedural logic over manual modelling.

  • Lesson 5 • Transforming and Editing Geometry

    Teaches transform, edit, and selection SOPs for direct geometry manipulation. Connects manual edits to the procedural stack for non-destructive workflows.

Chapter 3See details

VEX and the Attribute Wrangle

  • Lesson 1 • Noise and Randomness in VEX

    Introduces noise functions, random seeds, and fit ranges for organic variation. Produces natural-looking procedural patterns essential to VFX work.

  • Lesson 2 • Vector Math for Procedural Effects

    Covers dot product, cross product, and vector normalisation in VEX. Enables direction-based effects like alignment, scattering, and noise.

  • Lesson 3 • Writing Attribute Wrangles

    Teaches the attribute wrangle SOP and its run-over modes. Connects VEX code directly to geometry attribute manipulation.

  • Lesson 4 • VEX Language Fundamentals

    Introduces VEX syntax, data types, and control flow structures. Provides the coding foundation required for all wrangle-based work.

  • Lesson 5 • Custom VEX Functions and VOPs

    Teaches VEX function encapsulation and the visual VOP network equivalent. Bridges code-based and node-based approaches for flexible workflows.

Chapter 4See details

Procedural Animation and CHOPs

  • Lesson 1 • Constraints and Object-Level Animation

    Covers object-level transforms, parenting, and constraint networks. Enables hierarchical character and prop animation setups.

  • Lesson 2 • Driving Parameters with Expressions

    Applies HScript and Python expressions to link parameters across the scene. Enables smart rigs where one control drives many dependent values.

  • Lesson 3 • Keyframe Animation Fundamentals

    Covers setting keys, editing the animation editor, and interpolation types. Establishes baseline animation skills before procedural methods are introduced.

  • Lesson 4 • Procedural Motion with Math CHOPs

    Uses math, wave, noise, and trigger CHOPs to generate motion algorithmically. Replaces manual keyframing with data-driven animation logic.

  • Lesson 5 • Introduction to CHOPs

    Introduces the CHOP context for processing and generating channel data. Shows how CHOPs export motion data back to object and SOP parameters.

Chapter 5See details

Particles and the POP Context

  • Lesson 1 • Caching and Rendering Particles

    Teaches DOP cache nodes, file cache SOPs, and instancing for render-ready particles. Prepares simulations for efficient downstream rendering.

  • Lesson 2 • Attribute-Driven Particle Effects

    Uses POP wrangles and attribute VOPs to vary colour, size, and speed per particle. Connects VEX skills to simulation for art-directed results.

  • Lesson 3 • Collision and Interaction

    Covers particle collision with static and animated geometry. Enables realistic bounce, stick, and slide behaviours for grounded effects.

  • Lesson 4 • Particle System Fundamentals

    Introduces particle birth, life, and death cycles within the POP context. Establishes the simulation loop concept used throughout dynamics work.

  • Lesson 5 • Forces and Particle Behaviour

    Applies gravity, wind, drag, and turbulence POPs to shape particle motion. Teaches force stacking to achieve complex, layered movement.

Chapter 6See details

Rigid Body and Constraint Dynamics

  • Lesson 1 • Collisions and Solver Settings

    Configures collision geometry, substeps, and solver parameters for accuracy. Balances simulation fidelity against computation time.

  • Lesson 2 • Rigid Body Dynamics Fundamentals

    Introduces RBD objects, active/passive states, and the DOP network structure. Establishes the physics simulation loop for all rigid body work.

  • Lesson 3 • Fracturing Geometry for Destruction

    Covers Voronoi, boolean, and material-aware fracturing SOPs. Prepares geometry for believable destruction simulations.

  • Lesson 4 • Constraint Networks

    Teaches glue, spring, and hard constraints to control when and how pieces break. Enables art-directed destruction with predictable fracture patterns.

  • Lesson 5 • Art-Directing Destruction Effects

    Applies initial velocity, animated forces, and constraint overrides to guide destruction. Bridges technical simulation with creative control.

Chapter 7See details

Fluids, Pyro, and Volume Simulations

  • Lesson 1 • Volume Fundamentals in Houdini

    Introduces VDB volumes, volume SOPs, and the volume visualisation workflow. Provides the data structure knowledge needed before any fluid simulation.

  • Lesson 2 • FLIP Fluid Simulation

    Introduces the FLIP solver for liquid simulations including splash and pour effects. Covers particle-to-surface conversion for renderable geometry.

  • Lesson 3 • Pyro Look Development

    Applies colour ramps, velocity trails, and custom fields to achieve stylised pyro looks. Connects simulation data to shading for final rendered output.

  • Lesson 4 • Caching and Optimising Volume Sims

    Teaches file cache, VDB compression, and sim scaling strategies for large volumes. Ensures simulations are manageable in memory and on disk.

  • Lesson 5 • Pyro Simulation: Fire and Smoke

    Configures pyro sources, solvers, and combustion parameters for fire and smoke. Teaches the feedback loop between fuel, temperature, and density.

Chapter 8See details

Rendering, Shading, and Lighting

  • Lesson 1 • AOVs, Compositing Passes, and Output

    Sets up arbitrary output variables (AOVs) for multi-pass compositing workflows. Delivers render-ready EXR sequences with proper naming conventions.

  • Lesson 2 • Cameras, Depth of Field, and Motion Blur

    Configures camera parameters, lens effects, and motion blur for cinematic output. Connects animation data to render settings for accurate motion representation.

  • Lesson 3 • Physically Based Shading with MaterialX

    Builds PBR materials using the MaterialX and Principled shader networks. Covers texture connection, roughness, metalness, and subsurface parameters.

  • Lesson 4 • Houdini Rendering Engines Overview

    Compares Karma XPU, Karma CPU, and Mantra for production use cases. Guides renderer selection based on scene type and hardware.

  • Lesson 5 • Lighting Techniques in Houdini

    Covers area lights, HDRIs, and light linking for controlled scene illumination. Teaches three-point and environment-based lighting setups.

Certification

Your valid completion certificate

This course is for you:

  • 3D generalists: ready to add simulation and procedural tools to their skill set.

  • Motion designers: wanting to push beyond After Effects into full 3D dynamics.

  • Game artists: looking to bring Houdini-generated assets into engine pipelines.

  • VFX students: building a competitive reel before entering the industry job market.

  • Maya or Blender users: curious how a node-based procedural workflow changes everything.

  • Career changers: transitioning into visual effects from design, engineering, or animation.

What our students say

Your lessons are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to change platforms... I'm grateful for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast and simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

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