
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.
What you will learn:
Navigate Houdini's node-based interface and configure a professional production environment.
Build procedural geometry networks using SOP-level modeling 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 practice Houdini Course
For companies that want to train their team
With Dedika for Business, the course includes exercises and examples tailored to your own business and the way your company needs.
Course content
8 Chapters • 40 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsIntroduction to Houdini and Its Interface
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 behavior through values and basic logic.
Lesson 3 • Project Structure and File Management
Teaches $HIP, $JOB, and path variables for organized 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 customization options. Enables confident daily navigation before any node work begins.
Chapter 2HideHide detailsSee detailsGeometry and the SOP Context
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 modeling.
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 modeling.
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 3HideHide detailsSee detailsVEX and the Attribute Wrangle
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 normalization 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 4HideHide detailsSee detailsProcedural Animation and CHOPs
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 5HideHide detailsSee detailsParticles and the POP Context
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 color, 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 behaviors 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 Behavior
Applies gravity, wind, drag, and turbulence POPs to shape particle motion. Teaches force stacking to achieve complex, layered movement.
Chapter 6HideHide detailsSee detailsRigid Body and Constraint Dynamics
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 7HideHide detailsSee detailsFluids, Pyro, and Volume Simulations
Fluids, Pyro, and Volume Simulations
Lesson 1 • Volume Fundamentals in Houdini
Introduces VDB volumes, volume SOPs, and the volume visualization 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 color ramps, velocity trails, and custom fields to achieve stylized pyro looks. Connects simulation data to shading for final rendered output.
Lesson 4 • Caching and Optimizing 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 8HideHide detailsSee detailsRendering, Shading, and Lighting
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.
Your valid completion certificate
This course is for you:
3D generalists: ready to add simulation and procedural tools to their skillset.
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
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