![]() Wiring can have different meanings in different network types. You create relationships between nodes by wiring the output of one node to the input of another. Each pane can focus on a different network, but by default they're all set up to follow the same network as each other.Įach node has a user interface of settings called parameters you can edit in the parameter editor pane to change the function of the node. ![]() Houdini’s user interface is divided into different types of panes, such as the 3D viewer, the network editor, and the parameter editor. For example, when you set up a simulation, the nodes defining the simulation are inside a Dynamics subnet at the scene level. The scene level can also contain nodes that don’t represent objects in the scene, they're purely subnetworks. This two-level design is different from other packages such as Maya and 3D Studio Max where all nodes are in one level. Geometry objects are subnetworks that contain geometry nodes that define the object’s geometry. The scene level ( /geo) contains objects such as characters, props, and lights. Networks have a “type” (such as “geometry network” or “dynamics network”) that controls what types of nodes you can put in the network. The root network contains a few pre-made networks like /geo (the “scene” network) and /out (where render nodes go). Nodes can be subnetworks that contain other nodes. ![]() Houdini’s networks are like a computer’s file system, where networks are like folders and nodes are like files. However, an understanding of networks is essential for getting the most out of Houdini. Houdini lets you work in the 3D view using the shelf tools without having to worry about nodes and networks. In Houdini these tools are called digital assets. You can package up networks and make them into new tools with their own interfaces, without having to write any code. You don’t have to throw away work you do exploring ideas… just reuse parts of the network or reconfigure the network to upgrade it to production quality.īecause Houdini is based on generating things procedurally, it has lots of tools for managing extremely large and complex scenes, with support for generating/loading geometry and adding detail at render time instead of keeping everything in memory. You never have to undo or start over and recreate your work to change a decision you made earlier. The changes automatically propagate through the network to change the final result. You can go back to previous nodes in the network and change selections, change settings, or swap out assets. For example, a node that creates a box might be wired into a node that extrudes sides of the box, then a node that subdivides the polygons, then a node that edits the point positions. Working in Houdini involves creating networks of nodes connected together that describe the steps to accomplish a task. Houdini’s power is based on procedural workflows. Houdini is an advanced procedural modeling, animation, effects, simulation, rendering, and compositing package.
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