Intro to Houdini VOPS from Adam Swaab
Houdini VOPS is a powerful multi-threaded environment for building tools and components of tools in Houdini.
This tutorial goes through the ins and outs of VOPS, going through many short examples to get you ready to harness the full power of VOPS. We also do a quick intro to pure coding in vex, as vex is the underlying language of VOPS.
In the final chapter, we show how to create our version of a polygon effector, similar to one you may see in Cinema 4D.
Vol.7- Intro to VOPS is really good, get cracking.
Intro to Houdini VOPS : Course Breakdown
Chapter 01: Introduction
Chapter 02: Explanation of the VOPS context. We look at how points are processed in VOPS and do a simple example to get our feet wet.
Chapter 03: Randomness. VOPS provides easy ways to add randomness. In this chapter we look at how to use the random VOP and interpret its output in different ways.
Chapter 04: Noise. We look at 1, 3, and 4 dimensional noises in VOPS.
Chapter 05: Displacement. We learn to to displace geometry around its surface normals or along an arbitrary vector.
Chapter 06: Look-at. In this chapter, we create a simple look-at (or targeting) setup.
Chapter 07: Cross-product. Cross products have a variety of uses in 3D. Here, we show a simple example of what a cross product is and why it is useful.
Chapter 08: Rotating normals. Using our knowledge of cross products, we show how to rotate geometric normals perpendicular to their up vectors.
Chapter 09: Ramps. We show how to set up and use ramps in VOPS.
Chapter 10: Dot products. Like cross products, dot products have many uses in 3D. We show how dot products can be used to put snow on a mountain.
Chapter 11: Image processing. We show how to read and apply textures in VOPS, as well as how to do basic image processing.
Chapter 12: Ray projection. We show two ways of projecting points onto the surface of an object.
Chapter 13: Pop VOP. In this example we show to get particles to stick to their source emitter and then be released gradually after some time has elapsed.
Chapter 14: Volume lookups in POPS. We show how to have particles swirl along the surface of an object, using volume sampling to constrain the particles to the surface.
Chapter 15: Points clouds. Point clouds are discussed in detail, and we build an example to draw lines between the closest points of two pieces of geometry.
Chapter 16: Point clouds using wrangle and vex. We recreate our point cloud example in pure vex code, getting our first taste of pure scripting in an attribute wrangle.
Chapter 17: Vex primer. This chapter is a very simple and basic primer of vex.
Chapter 18: Polygon effect. For this final chapter, we bring together several of our earlier techniques to create a polygon effector in VOPS.
PLEASE NOTE: This course has been created for Houdini 15+ – There will be no compatibility issues with 15.5
Intro to VOPS
Additional Titles in the learn. Jumpstart Series
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