Please note: If you purchased the class before it starts and can't make it, you can see the recording of it after. In addition, the class will be available for purchase on-demand once the live class is over.
Class Description:
This crash course is designed to equip you with essential techniques for using Houdini and Unreal Engine together. Through these three packed sessions, you will learn a wealth of information and tricks to help you create incredible work. The course covers everything from lookdev to character rigging, soft bodies, rigid bodies, particles, and pyro, providing you with a comprehensive understanding of how to leverage the strengths of both platforms and the workflows involved in integrating them. By the end of the course, you will have the skills necessary to create impressive Realtime VFX using Houdini and Unreal Engine.
Learning Outcomes:
Students will leave the course with a solid understanding of the fundamental principles of Realtime VFX, and how to seamlessly integrate Houdini and Unreal workflows to achieve stunning visual effects. This will give them a solid foundation to build on, whether they're into realtime VFX for games, virtual production, or realtime digital filmmaking.
Topics Covered:
Session 1
Setup// Layout //Procedural Modeling //KineFX
In the first session, we will cover the main techniques for modeling a location inspired by the MAXXI museum in Rome. This includes basic modeling, UV mapping, importing into Unreal, organizing your project, applying Megascans materials, creating HDRI-based lighting, setting up post-processing, preparing renders for export, transforming a model into a procedural robot, and creating simple rigs in KineFX.
Basic procedural modeling techniques
UV mapping techniques and tricks
Importing meshes into Unreal including Alembic workflow
Organizing your project in Unreal
Working with Sequences and SubSequences in Unreal
Understanding how Unreal and Houdini systems work together and differ
Applying Megascans materials
Creating HDRI-based lighting for the interior
Setting up lighting and post-processing
Preparing your render in ACES color space for export
Transforming a shark model into a procedural robot in Houdini
Texturing the model using Substance Painter
Creating quick + simple rigs in KineFX in Houdini
Learning how those rigs can be used to transfer meshes to Unreal
Skinning Techniques including biharmonic capture
Using CHOPs in Houdini for eye movement
Session 2
Vellum + RBD
In the second session, we will discuss how to approach soft and rigid bodies within Houdini and Unreal. We will animate the Heart beating and make the clothes dance, as well as explore techniques for transferring soft body simulations to a real-time context using Soft Body Vertex Animation textures, DEM, and Skinning Converter. We will also cover how Rigid Bodies can be transferred using RBD Vertex Animation textures. Finally, we will explore two different approaches to metal bending, one using RBD constraints and the other using Vellum with proxy meshes. By the end of this session, you will be able to add details and dynamics to your Unreal scene, with a good understanding of many VFX techniques for real-time.
Vellum for soft body simulations in Houdini
Animating a beating heart and dancing clothes
Transferring soft body simulations to a real-time context using
Soft Body Vertex Animation textures (VAT)
DEM + Skinning Converter
Rigid Bodies (RBD) simulations in Houdini and Unreal
Techniques for transferring Rigid Bodies using RBD Vertex Animation textures
Exploring two different approaches to metal bending: RBD constraints and Vellum with proxy meshes
Session 3
Particles / Niagra /Pyro
During the third and final session, we will dive into Niagara, the powerful tool of Unreal Engine for particles. We will compare it to a Houdini POP Network, learn how to debug systems, and start with everyday usage examples, such as snapping elements over signed distance fields and creating smoke and fire systems within a Pyro simulation using both the Labs Flipbook node and a custom OpenGL workflow. We will also examine the Ribbon system entirely inside Niagara. Covering these topics will help us to understand more about materials for real-time FX and how to set up Vertex Animation Textures to support Niagara instancing. By the end of this session, you will be able to add some nice details and particle systems to wrap up your project in Unreal.
Introduction to Niagara, the particle tool in Unreal Engine
Comparison with Houdini POP Network
Debugging Niagara systems
Snapping elements over signed distance fields
Create debris, confetti, and sparks
Pyro simulation using Labs Flipbook
Custom OpenGL workflow
Ribbon system for instancing inside Niagara
Understanding materials for real-time FX
Setting up Vertex Animation Textures to support Niagara instancing
Adding details and particle systems to wrap up the project in Unreal
Tricks like hand-painted smoke and heatwave deformation
In the first session, we will cover the main techniques for modeling a location inspired by the MAXXI museum in Rome. This includes basic modeling, UV mapping, importing into Unreal, organizing your project, applying Megascans materials, creating HDRI-based lighting, setting up post-processing, preparing renders for export, transforming a model into a procedural robot, and creating simple rigs in KineFX.
In the second session, we will discuss how to approach soft and rigid bodies within Houdini and Unreal. We will animate the Heart beating and make the clothes dance, as well as explore techniques for transferring soft body simulations to a real-time context using Soft Body Vertex Animation textures, DEM, and Skinning Converter. We will also cover how Rigid Bodies can be transferred using RBD Vertex Animation textures. Finally, we will explore two different approaches to metal bending, one using RBD constraints and the other using Vellum with proxy meshes. By the end of this session, you will be able to add details and dynamics to your Unreal scene, with a good understanding of many VFX techniques for real-time.
During the third and final session, we will dive into Niagara, the powerful tool of Unreal Engine for particles. We will compare it to a Houdini POP Network, learn how to debug systems, and start with everyday usage examples, such as snapping elements over signed distance fields and creating smoke and fire systems within a Pyro simulation using both the Labs Flipbook node and a custom OpenGL workflow. We will also examine the Ribbon system entirely inside Niagara. Covering these topics will help us to understand more about materials for real-time FX and how to set up Vertex Animation Textures to support Niagara instancing. By the end of this session, you will be able to add some nice details and particle systems to wrap up your project in Unreal.
Instructors And Guests
Gian Guido Ponzini
instructor
Guido Ponzini is a VFX Technical Artist and creator of digital content. He has collaborated as VFX Artist with Ninja Theory, Ubisoft, Studio Gobo, 505, Effetti Digitali Italiani, Ovosonico, and TaxFreeFilms. Graduated in Ancient Music, and Electronic Music and is certified at CG Master Academy and Rebelway in Houdini and VFX for real-time, he has taught in various institutions such as NABA of Milan, University of Parma, University of Padua and is currently FXTA and collaborator in Rebelway for Houdini and VFX courses for realtime. His shorts in Unreal Engine 5 have been awarded FWA of the Day, Motion Design Awards of the Day, DDA of the Week, and DDA of the Month and have been included during the Epic Showcase and The CGBros community
A second monitor is recommended, but not necessary
Houdini (Apprentice License is free, but to export textures and meshes should be used an Education license or Indie / FX one, so it’s strongly suggested an Education / Indie / FX license) Please email debra@houdini.school to inquire about obtaining an education license
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REFUND POLICY:
Multi-Session Courses
Students may request a refund up to 1 day before the start of the course. Students may also withdraw from Multi-Session Courses at any time and are entitled to a pro-rated refund. Withdrawal date must be 1 day before the next class they intend to drop.
On-Demand Courses
All on-demand courses are non-refundable.
How to Drop a Class
Please send a request to drop a class via email to support@houdini.school.
Your written request to drop any or all of your classes must include:
Student’s full name
Name of the course(s) being dropped
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