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Houdini The Geometry Essentials Collection

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20:40:26

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  • 01. Creating Primitive Geometry - Create at object level vs create in context.mp4
    02:45
  • 02. Creating Primitive Geometry Objects - Viewport Handles.mp4
    02:14
  • 03. Geometry Components Part 01 - Points, Edges, and Primitives.mp4
    09:11
  • 04. Geometry Components Part 02 - Vertices.mp4
    06:56
  • 05. Component Numbers.mp4
    06:23
  • 06. Connecting Points - Curves.mp4
    08:24
  • 07. Disconnecting and Reconnecting Points.mp4
    08:41
  • 08. Vertices Control Connectivity.mp4
    08:05
  • 09. Connecting Points - Particles to Surfaces.mp4
    05:22
  • 10. Closed Curves are also Polygon Surfaces.mp4
    06:28
  • 11. Every Polygon Face is also a Closed Curve.mp4
    08:25
  • 12. Drawing and Editing Polygons Using the Curve SOP - Part 1.mp4
    06:39
  • 13. Drawing and Editing Polygons Using the Curve SOP - Part 2.mp4
    06:58
  • 14. Drawing and Editing Polygons Using the Curve SOP - Part 3.mp4
    04:43
  • 15. Open and Closed Polygons - Part 1 - The Ends SOP.mp4
    04:13
  • 16. Open and Closed Polygons - Part 2 - The Crucial Role of Vertices.mp4
    06:16
  • 17. Open and Closed Polygons - Part 3 - Rendering Curves.mp4
    05:54
  • 18. Open and Closed Polygons - Part 4 - Rendering Wireframe Geometry.mp4
    06:50
  • 19. Polymodelling Tools on Polygon Curves.mp4
    07:45
  • 20. Polygon options on Primitive Object Nodes.mp4
    06:52
  • 21. Drawing Bezier Curves.mp4
    05:34
  • 22. Editing Bezier Curves - Points and Tangency.mp4
    04:33
  • 23. Editing Bezier Curves - Segments.mp4
    05:46
  • 24. Editing Bezier Curves - Rounded Corners.mp4
    04:07
  • 25. Working with Bezier Curves - Reference Images.mp4
    03:42
  • 26. Working with Bezier Curves - Tracing a Profile.mp4
    04:41
  • 27. Working with Bezier Curves - Modelling.mp4
    05:53
  • 28. Working with Bezier Curves - Resampling Bezier Curves to Polygons.mp4
    04:36
  • 29. Optimising Curves with the Refine SOP.mp4
    03:58
  • 30. How Bezier Curves work - Order and Degree.mp4
    09:06
  • 31. How Bezier Curves work - Components.mp4
    09:01
  • 32. Editing Bezier Curves - Curve SOP vs Edit SOP.mp4
    07:16
  • 33. Editing Bezier Curves - Procedural Nodes vs Non-Procedural Nodes.mp4
    04:27
  • 34. Editing Curves Procedurally.mp4
    07:45
  • 35. Animating Curves.mp4
    07:55
  • 36. Comparing Nurbs Curves to Bezier Curves.mp4
    07:11
  • 37. Nurbs Curves - Order - Part 1.mp4
    05:10
  • 38. Nurbs Curves - Order - Part 2.mp4
    06:02
  • 39. Drawing and Editing Nurbs Curves Using the Curve Node.mp4
    06:03
  • 40. Nurbs Curves - Point Weight.mp4
    05:49
  • 41. Auto Bezier Draw Mode.mp4
    07:47
  • 42. Generating Nurbs and Bezier Curves Procedurally - The Fit Node.mp4
    06:40
  • 43. Parametric Space.mp4
    06:22
  • 44. Parameterisation - Part 1 - Uniform vs Chord Length.mp4
    03:47
  • 45. Parameterisation - Part 2 - Chord Length and Centripetal.mp4
    04:02
  • 46. Nurbs and Bezier Surfaces - Part 1 - Cross Section Curves.mp4
    06:16
  • 47. Nurbs and Bezier Surfaces - Part 2 - Parametric Space.mp4
    07:09
  • 48. Comparing Nurbs and Bezier Curves to Polygon Curves.mp4
    07:49
  • 49. Using Polygon Curves Like Nurbs Curves - Subdivision Curves.mp4
    07:13
  • 50. Interpolating Curves - Nurbs and Beziers vs Polygons.mp4
    08:04
  • 51. Converting Polygon Faces to Nurbs Surfaces.mp4
    07:00
  • 52. Bilinear Mesh.mp4
    06:03
  • 53. Polygon Soups Part 01 - Memory and Disk Space.mp4
    09:52
  • 54. Polygon Soups Part 02 - Benefits and Limitations.mp4
    05:03
  • 55. Quadratic Primitives.mp4
    05:33
  • 01. What Are Attributes.mp4
    06:20
  • 02. An Analogy For Attributes.mp4
    05:03
  • 03. The Position Attribute and the Geometry Spreadsheet.mp4
    04:54
  • 04. Attribute Class.mp4
    08:10
  • 05. Creating and Manipulating Attributes.mp4
    08:39
  • 06. Attribute Types.mp4
    07:30
  • 07. Attribute Create Node.mp4
    04:28
  • 08. Attribute Type Qualifier - Attribute Meaning.mp4
    10:26
  • 09. What Are Normals.mp4
    03:43
  • 10. Calculating and Adding Vertex Normals.mp4
    06:16
  • 11. Normal Weighting Methods.mp4
    04:31
  • 12. Creating Attribute Visualisers.mp4
    05:04
  • 13. Remapping Values and Per Component Ramps.mp4
    05:41
  • 14. Using Colour to Visualise Normal Interpolation Across Primitives.mp4
    04:31
  • 15. Adding The Normal Attribute vs Auto Generate.mp4
    04:15
  • 16. Attribute Mismatch.mp4
    04:24
  • 17. Default Attribute Values.mp4
    03:21
  • 18. Drawing Vectors.mp4
    04:08
  • 19. Vector Visualisation - Markers.mp4
    04:27
  • 20. Unit Vectors.mp4
    05:33
  • 21. Unit Vectors Part 02.mp4
    04:39
  • 22. The Copy To Points Node.mp4
    06:27
  • 23. Using Normals to Orientate Geometry.mp4
    05:27
  • 24. Adding Randomisation to Attributes.mp4
    04:39
  • 25. Attribute Randomise - Visualising the Distribution.mp4
    03:46
  • 26. Polygon Winding Order.mp4
    04:56
  • 27. Reversing Vertex Order Using the Reverse Node.mp4
    05:52
  • 28. Shifting the Vertex Order.mp4
    04:33
  • 29. Reversing Vertex Order Vs Reversing Normals - Part 01.mp4
    04:14
  • 30. Reversing Vertex Order Vs Reversing Normals - Part 02.mp4
    06:08
  • 31. Correcting Primitive Normals.mp4
    02:36
  • 01. Global Variables as Shorthand for Constant Values.mp4
    07:57
  • 02. Global Variables - A Constant Name for Changing Values.mp4
    04:41
  • 03 - Attributes, Variables And Parameters.zip
  • 03. Local Variables.mp4
    06:17
  • 04. Global And Local Variables in the Output Context.mp4
    07:02
  • 05. Local Variables Take Precedence Over Global Variables.mp4
    03:18
  • 06. What exactly is the Bounding Box.mp4
    06:00
  • 07. Min and Max Local Variables on the Transform Node.mp4
    04:24
  • 08. Transform Local Variables and the Match Size Node.mp4
    06:17
  • 09. Using Attributes and Local Variables in Parameter Expressions.mp4
    08:50
  • 10. Relative Bounding Box Using Local Variables.mp4
    09:38
  • 11. Project And System Overview.mp4
    05:25
  • 12. Channel References.mp4
    04:18
  • 13. HScript Bounding Box Expression.mp4
    06:23
  • 14. The Advantage of Referencing Nulls.mp4
    03:56
  • 15. Importance of Positioning Geometry.mp4
    05:56
  • 16. Aligning with the Origin.mp4
    04:05
  • 17. Organising The Network.mp4
    03:30
  • 18. Copying to First and Last Points.mp4
    04:43
  • 19. Using Polyframe to Orientate the Copied Geometry.mp4
    01:41
  • 19. Using Polyframe to Orientate the Copied Geometry 1.mp4
    06:10
  • 20. Orientation Along Curve and the Order of Operations.mp4
    05:46
  • 21. Understanding the Up Vector.mp4
    05:09
  • 22. Computing and Controlling the Up Vector.mp4
    05:40
  • 23. Leveraging the Primary and Secondary Axis.mp4
    05:16
  • 24. Manipulating the Normal Attribute.mp4
    05:30
  • 25. Controlling Distribution Using the Resample Length.mp4
    05:28
  • 26. Tangent Type and Arc Length vs Chord Length Measurement Method.mp4
    04:30
  • 27. Justifying the Copy on the First Point.mp4
    06:38
  • 28. Justifying the Copy on the Last Point.mp4
    03:17
  • 29. Resampling the Planar Curve.mp4
    06:24
  • 30. Using the Ray Node to Deal with Elevation.mp4
    06:39
  • 31. Resampling Twice for Greater Precision.mp4
    04:10
  • 32. Raying Back onto the Input Curve.mp4
    04:01
  • 33. Ray Tolerance and Treating Polygons as Straight Edges.mp4
    04:45
  • 34. Maintaining the Last Vertex.mp4
    04:31
  • 35. Adding Spare Parameters to Nodes.mp4
    06:31
  • 36. Resampling by Polygon Edge.mp4
    03:44
  • 37. Adding Normals and Handling Attribute Mismatches.mp4
    04:17
  • 38. Randomising Scale and Position.mp4
    06:46
  • 39. Randomising Orientation.mp4
    02:40
  • 40. Environment Layout Tasks And Object Merge.mp4
    07:06
  • 41. Creating Curves from Edge Selections And the Output Node.mp4
    05:00
  • 42. Resample - Arc Length and Even Last Segment.mp4
    05:46
  • 43. Creating a Post And Rail Fence.mp4
    03:53
  • 44. Using the Sweep Node to Add the Rails.mp4
    05:37
  • 45. Using Normal And Up Attributes with the Sweep Node.mp4
    05:02
  • 46. Offsetting the Curve using the Poly Extrude Node.mp4
    03:31
  • 47. Poly Extrude - Extrude Along Edge Normal vs Front Transform.mp4
    05:25
  • 48. Using the Carve Node to Shorten the Curve.mp4
    02:32
  • 49. Using the Stacking System to Build Street Lamps.mp4
    05:38
  • 50. Distributing the Street Lamps.mp4
    04:34
  • 01. Using @attribute Notation Within Parameters.mp4
    07:02
  • 02. @attibute on Newer Nodes and in Group Parameter Fields.mp4
    04:27
  • 03. Accessing Detail Attributes Using an Expression Function.mp4
    05:57
  • 04. Using an Expression Function to Access Primitive Attributes.mp4
    07:39
  • 05. The Benefit of Using Relative Paths.mp4
    04:04
  • 06. When its Better to Use Absolute Paths.mp4
    03:55
  • 07. Creating the Geometry.mp4
    04:07
  • 08. Calculating the Circumference Using the Measure Node.mp4
    04:24
  • 09. Creating the Rotation to Linear Motion Expression.mp4
    03:31
  • 10. Deforming the Sheet Around the Roller.mp4
    03:19
  • 11. Testing and Animating The Setup.mp4
    04:45
  • 12. Generating Distance and Mask Attributes.mp4
    03:49
  • 13. Transforming Points by Attribute Value.mp4
    07:04
  • 14. Animating the Attribute Values.mp4
    03:18
  • 15. Using a Ramp Parameter to Remap Attribute Values.mp4
    06:18
  • 16. Extruding Primitives by Attribute Value.mp4
    06:55
  • 17. Using the Resample Node to Generate a CurveU Attribute.mp4
    03:56
  • 18. Bevelling Edges by Attribute Value.mp4
    04:02
  • 19. Modifying Attribute Values Using the Attribute Adjust Node.mp4
    05:03
  • 20. Reviewing the Workflow of Generating, Modifying and Using Attributes.mp4
    07:23
  • Project Files.zip
  • 01. VEX Performance Comparison Setup.mp4
    04:05
  • 02. Using the Performance Monitor.mp4
    05:32
  • 03. Explaining the Results.mp4
    05:06
  • 04. Running Over Geometry Components.mp4
    04:48
  • 05. The Position Variable.mp4
    03:50
  • 06. Attribute Inputs And Outputs and Data Type Colours.mp4
    08:03
  • 07. Time Global Variables and Converting from Float to Vector.mp4
    05:37
  • 08. Displacing Points Using a Texture Map.mp4
    05:12
  • 09. Isolating Colour Components and Computing Luminance.mp4
    02:02
  • 10. Retiming Attribute Values Using the Retime Node.mp4
    03:01
  • 11. Scaling Values Over Time.mp4
    03:14
  • 12. Clamping Values and Deleting Attributes.mp4
    04:22
  • 13. Visualising Attributes in VOPs.mp4
    06:05
  • 14. Using Velocity to Orientate Copies.mp4
    02:50
  • 15. Fitting Values to a New Range.mp4
    04:44
  • 16. Normalising Vectors And Computing Vector Length.mp4
    04:15
  • 17. Binding Attributes Part 01.mp4
    03:02
  • 18. Binding Attributes Part 02 - Exporting.mp4
    05:59
  • 19. Indexing Variables Part 1 - ptnum, primnum, vtxnum.mp4
    03:56
  • 20. Indexing Variables Part 2 - numpt, numprim, numvxt.mp4
    03:19
  • 21. Adding Polygons by Point Attribute.mp4
    04:27
  • 22. Selecting and Splitting Geometry by Attribute.mp4
    06:27
  • 23. Using Point Index to Generate a Curve U Coordinate.mp4
    06:43
  • 24. A Benefit of Working With Normalised 0-1 Values.mp4
    03:15
  • 25. Scaling Using the Match Size Node.mp4
    04:03
  • 26. Scaling to a Given Size Using the Transform Node.mp4
    04:25
  • 27. Point Sorting.mp4
    05:20
  • 28. Working With the Vertex Index.mp4
    04:52
  • 29. Using the Path Deform Node to Move Geometry Along a Curve.mp4
    03:07
  • 30. Measuring Curvature.mp4
    04:40
  • 31. Blending Vectors in VOPs.mp4
    05:13
  • 32. When and Why to use Parameter VOPs.mp4
    04:43
  • 33. Animating VOP Parameters.mp4
    02:54
  • 34. Naming, Labelling and Setting Parameter Defaults.mp4
    02:52
  • 35. The Importance of Naming Parameters.mp4
    03:38
  • 36. The Displace Along Normal VOP.mp4
    07:09
  • 37. The Relative to Bounding Box VOP.mp4
    02:31
  • 38. The Ramp Parameter VOP.mp4
    04:58
  • 39. An Introduction to Noise.mp4
    05:37
  • 40. Promoting and Referencing VOP Parameters.mp4
    05:45
  • 41. Noise - Frequency and Offset.mp4
    03:41
  • 42. Noise - Fractal Parameters.mp4
    05:01
  • 43. Noise - Fractal Types.mp4
    03:47
  • 44. Noise - Remapping And Correcting the Output.mp4
    06:42
  • Project Files.zip
  • 01. Graphing the Outputs.mp4
    05:04
  • 02. Relationships and Trends.mp4
    05:45
  • 03. The Organic Nature of Noise.mp4
    04:11
  • 04. Comparing the Distribution Ranges.mp4
    04:55
  • 05. Exercise Intro And Scattering Points.mp4
    02:36
  • 06. Running Over Numbers And the Clumping Nature of the Random Function.mp4
    06:08
  • 07. Point Relaxing.mp4
    07:02
  • 08. Working with Point Density.mp4
    04:08
  • 09. Controlling Point Density with Attributes.mp4
    04:51
  • 10. Geometry Resolution and Attributes.mp4
    05:46
  • 11. Comparing Attribute Values to Pixel Values.mp4
    05:35
  • 12. Correcting the Noise Output - Colour Correct And Levels.mp4
    04:47
  • 13. Correcting The Noise Output - Curves And Ramps.mp4
    05:40
  • 14. Compositing Attributes.mp4
    05:47
  • 15. Working with the Mask Controls.mp4
    06:15
  • 16. Replacing an Attribute VOP.mp4
    04:55
  • 17. Houdini as a Framework for Creating 3D Tools.mp4
    03:52
  • 18. Using Noise to Control Size.mp4
    07:35
  • 19. Randomising the Scale Attribute in VOPs.mp4
    05:21
  • 20. Controlling Random Distribution Using Bias And Gain.mp4
    04:05
  • 21. Graphing the Bias And Gain Controls.mp4
    04:55
  • 22. Controlling Random Distribution Using a Ramp Parameter.mp4
    06:15
  • 23. Comparing the Custom Built SOP to the Attribute Randomise SOP.mp4
    05:39
  • 24. Scattering Points.mp4
    05:43
  • 25. Randomising Rotation.mp4
    02:53
  • 26. The Orient Attribute.mp4
    05:09
  • 27. Adding Attributes to Existing Point Clouds.mp4
    04:52
  • 28. Distributing on Different Terrains And Objects.mp4
    05:45
  • 29. Optimising the System - Order of Operations.mp4
    04:33
  • 30. Optimising the System - Region of Interest.mp4
    06:42
  • 31. Summary.mp4
    04:35
  • Project Files.zip
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    Focused display
    Fraser Shiers is an award-winning creative director, 3D artist and university lecturer. He’s produced work for some of the world’s best known brands and advertising agencies, and has taught thousands of students how to get up and running with Houdini.
    • language english
    • Training sessions 232
    • duration 20:40:26
    • Release Date 2023/12/15