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2 | VIDEO TYPE | PUBLISH DATE | TITLE | INSTRUCTOR | STUDIO (IF APPL) | SHORT DESCRIPTION | URL | EVENT (IF APPL) | VERSION | TAGS | |||||||||||||||||
3 | Long Tutorial | November 2025 | Intro to Rig Builder | Max Rose | SideFX | Learn how to build, customize, and package a reusable character rig in Houdini 21 using Rig Builder and APEX. | https://www.sidefx.com/tutorials/intro-to-rig-builder | H21 | Houdini 21, APEX, Rig Builder, Character Rigging, HDA | ||||||||||||||||||
4 | Presentation | November 2025 | Kayowa: A Hybrid VFX-AI Workflow for Powerful Storytelling | Didier Muanza | Explore Kayowa, a proof-of-concept for an African TV series that blends traditional VFX pipelines with cutting-edge AI techniques. From drone-based location scouting in the Congo and rapid 3D reconstruction to performance capture and AI-assisted rendering, the project demonstrates how hybrid workflows can achieve both speed and quality while preserving cultural authenticity. | https://youtu.be/VkTaGS2Oq7Q | HIVEai 2025 | AI Workflow, 3D Reconstruction, Performance Capture, Hybrid Pipelines | |||||||||||||||||||
5 | Long Tutorial | November 2025 | Intro to SOP Crowds | Ayush Yadav | Explore Houdini’s new SOP-based crowd tools and build a complete crowd scene from start to finish. You’ll learn how to bring in characters, set up motion paths, add animation layers, work with cloth, and finally render everything in Solaris using Karma. | https://www.sidefx.com/tutorials/intro-to-sop-crowds | H21 | SOP Crowds, Solaris, Karma, Animation Layers, Character FX | |||||||||||||||||||
6 | Presentation | November 2025 | Dreaming in Fur and Feathers: Crafting the Creatures of The Sandman | Josée Chapdelaine | Rodeo FX | Josée takes us behind the curtain of Netflix’s The Sandman Season 2. She explores the artistry and technical challenges of procedural workflows developed by her team to handle large-scale fur, feather, and grooming challenges across multiple sequences. | https://youtu.be/9W6cVWSzrW0 | HIVE Equinox 2025 | Grooming, Fur & Feathers, Procedural Workflows, Character FX | ||||||||||||||||||
7 | Presentation | November 2025 | Adaptive Fracture Synthesis and Propagation in VEX | Yunus Balcioglu | A VEX-driven setup for procedural surface cracking on animated geometry. Crack propagation is guided by curves, geodesic distances, and attribute gradients. OpenSubdiv limit surface derivatives provide high-order sampling of positions, normals, and curvature, and adaptive subdivision refines geometry around fracture paths. | https://youtu.be/102sG5cjDiA | Tokyo HIVE 2025 | VEX, OpenSubdiv, Geodesic Distance, Procedural Cracking, Fracturing | |||||||||||||||||||
8 | Presentation | November 2025 | Building the World of Kemuri with Houdini | Kieran Belkus | Unseen | Part 1: How Unseen leverages Houdini Engine in Unreal to build the world of Kemuri and allows artists to create complex art and design directed worlds. Part 2: Procedural placement of assets, via Houdini and Unreal Engine. | https://youtu.be/bwlTPP5dGWc | Tokyo HIVE 2025 | Houdini Engine, Unreal Engine, Asset Placement, Game Dev, Environment Art | ||||||||||||||||||
9 | Presentation | November 2025 | Dawning 2 - Using New Terrain/COPS Tools | Bogdan Amidzic | Crater Studio | How to create large scale martian landscapes. We'll see the power of new erosion solver, new COPS and TOPS for massive parallelization of terrain generation. Also, we'll dive into cost and benefits of using ML for terrain work. | https://youtu.be/CHzOFfwiCeA | Tokyo HIVE 2025 | H21 | Heightfields, Copernicus (COPS), Erosion Solver, Machine Learning, Terrain | |||||||||||||||||
10 | Presentation | November 2025 | Simulating Forests with Natsura | Feike Postmes | Natsura | How the procedural foliage toolset Natsura has been used to create foliage assets. We will dive into a variety of generation techniques and the use of Nanite for foliage. We will also show a project where Natsura was used to simulate a large forest, to later generate synthetic data. | https://youtu.be/sQhgkSY1Ifk | Tokyo HIVE 2025 | Foliage Generation, Nanite, Synthetic Data, Unreal Engine, Procedural Nature | ||||||||||||||||||
11 | Presentation | November 2025 | Wet Bear - Rendering Wet Animals with Karma XPU | Petar Jovovic | Crater Studio | Making CG animals was one of favorite tasks at Crater studio. Last year our team went on small road trip, where we shot short film in beautiful river Rzav in Western Serbia. Idea was to stress test our pipeline, from animation, simulations of muscles, fur and water all the way to look dev and light. To our amazement Karma XPU cut render times 10x, while multi shot workflow allowed us to iterate much faster than before. | https://youtu.be/500GC4f28XA | Tokyo HIVE 2025 | Karma XPU, Fur Grooming, Muscle Sim, LookDev, Multi-shot Workflow | ||||||||||||||||||
12 | Presentation | November 2025 | What's New in Solaris with Houdini 21 | Chris Rydalch | SideFX | Join us for an overview of the exciting improvements to Solaris in Houdini 21. We'll look at workflow improvements in LOPs, new shaders and look development updates, as well as better performance in Karma and KarmaXPU. | https://youtu.be/DT0sGVnkecM | Tokyo HIVE 2025 | H21 | Solaris, LOPs, Karma XPU, USD, LookDev | |||||||||||||||||
13 | Presentation | November 2025 | Controlling Muscle Shapes with Otis | Liesbeth Levick | SideFX | Learn how to use the muscle target shape workflow with Otis where you can now have multiple target shapes per muscle! Explore how to use new H21 nodes to create the target shapes procedurally. | https://youtu.be/E0c_IR5ha_Y | Tokyo HIVE 2025 | H21 | Character FX, Muscle Sim, Otis Solver, KineFX | |||||||||||||||||
14 | Long Tutorial | October 2025 | Create a Halloween Scene | Alasgar Hasanov | SideFX | Learn how to build a complete Halloween scene in Houdini 21 from scratch. You will sculpt a procedural pumpkin, add smoky effects and candle flames, set a spooky skeleton shot, then assemble, light, and render in Solaris and Karma. | https://www.sidefx.com/tutorials/create-a-halloween-scene | H21 | Procedural Modeling, Pyro, Solaris, Karma, H21 | ||||||||||||||||||
15 | Presentation | October 2025 | Vertex Animation Textures [Japanese Only] | Michael Rutkowski | Meta Meow | HoudiniとUnreal Engineによるリアルタイム破壊表現 このワークショップでは、Houdiniの機能を駆使して、Unreal Engine 5で使用可能な精緻な建物破壊表現を制作します。レイヤー化されたフラクチャから破片、瓦礫と煙シミュレーションまで、ディティールとパフォーマンスを高める破壊エフェクトを実際に体験できます。 | https://youtu.be/RYC41sm4c48 | Tokyo HIVE 2025 | VAT, Real-time Destruction, Unreal Engine 5, Games | ||||||||||||||||||
16 | Presentation | October 2025 | Navigating the Latent Space | Enzo Crema | What is Latent space? This presentation breaks down how we can map and visualize this abstract concept to gain powerful insights into our models. More importantly, we’ll explore how to manipulate this space directly and how that can help us builder better and stronger tools. | https://youtu.be/woNPRzCvOsA | HIVEai 2025 | Machine Learning, Latent Space, Data Visualization, AI | |||||||||||||||||||
17 | Presentation | October 2025 | Cairos.ai: Motion from Conversation Service with Houdini | Hristo Velev | Cairos | Explore Cairos.ai, a web service that produces 3D humanoid motion from conversation with an AI. We'll cover its inner workings and the vision behind it. | https://youtu.be/i9FriuR6Obw | HIVEai 2025 | AI Animation, Mocap, LLM, Web Services, Rigging | ||||||||||||||||||
18 | Presentation | October 2025 | Houdini ComfyUI Bridge: a CG-AI Toolkit | Rafael Drelich | Discover how to build your own CG-AI workflows using the Houdini ComfyUI plugin, enabling seamless data exchange between Houdini and ComfyUI. | https://youtu.be/Yrhgdjyj-Ik | HIVEai 2025 | ComfyUI, Generative AI, Image-to-Image, Workflows | |||||||||||||||||||
19 | Presentation | October 2025 | From Research Papers to Houdini Tools | Jakob Ringler | Learn how to translate papers into working tools in Houdini. Get and overview of the general ML workflow and dive into the specifics with an implementation case study. | https://youtu.be/WQWcMsRlkYY | HIVEai 2025 | H21 | Machine Learning, Research, Tool Dev, Algorithms | ||||||||||||||||||
20 | Presentation | October 2025 | The Future of AI in Houdini | Panel Discussion | Through examples and reflections, the talk highlights the evolving collaboration between artists and AI—showing how procedural and data-driven methods can enrich artistic expression and reshape the future of visual storytelling. | https://youtu.be/7tsNMbEIPYs | HIVEai 2025 | Generative AI, Proceduralism, Machine Learning, Panel | |||||||||||||||||||
21 | Presentation | October 2025 | Procedural Meets Generative: Houdini + AI in Practice | Eldad Sery | Learn how Houdini’s procedural tools can work with modern AI to speed up ideas, textures, models, and iterations without losing control. Explore where generative AI and proceduralism overlap, and I’ll share insights from my research, tests, and practical case studies. | https://youtu.be/rIFr9SOOrNQ | HIVEai 2025 | AI Texturing, Iteration, Generative AI, Hybrid Workflow | |||||||||||||||||||
22 | Presentation | October 2025 | Blending Art, Technology, and Storytelling | Alexa Sirbu | XK Studio | In this Forward Festival talk, Alexa Sirbu (Co-Founder and Creative Director) explores how XK Studio blends art, technology, and storytelling to craft abstract visual narratives inspired by nature, beauty, and culture. | https://youtu.be/r1bHovK97lU | Forward Festival Vienna 2025 | Abstract Narrative, Motion Design, Nature, Design | ||||||||||||||||||
23 | Presentation | October 2025 | A Journey Through Time | Simon Holmedal & Andreas Catucci | Panoply | In this talk Simon Holmedal and Andreas Catucci from the London-based design studio Panoply celebrate ten years of creative innovation, sharing insights into their journey while showcasing highlights from their work for the NBA and ESPN - and discuss their evolving approach to motion design, branding, and storytelling. | https://youtu.be/rsKtdY-U498 | Forward Festival Vienna 2025 | Motion Design, Branding, Storytelling, Design | ||||||||||||||||||
24 | Presentation | October 2025 | Project Violet: KineFX + MetaHumans in Production | Realtime UK | Sam Taylor & Abe Coyne | Realtime UK | This is an evolution of our original character-centric project. Building on the foundation of the first iteration of Violet, this new version focuses on achieving greater realism and expanded capability of the character. | https://youtu.be/rGO-Bye7DtA | HIVE Equinox 2025 | H21 | KineFX, MetaHumans, Real-time, Character Unreal | |||||||||||||||||
25 | Presentation | October 2025 | How to Tear a Building in Half from the Inside Out | WeFX | Mykyta Berezin / Darren Lesmana / Viduttam Katkar | How to Tear a Building in Half from the Inside Out | WeFX | "The Institute" Season 1 features a complex sequence that involved tearing a building half-seen both from the outside and the inside. WeFX explores the challenging aspects of this sequence including staging of heavy sims, matching on-set destruction, handling a lot of cracks and dust emission and how we adopted Solaris to light and render this tough sequence in a short amount of time. | https://youtu.be/pDcRNA7fd8A | HIVE Equinox 2025 | Destruction, Solaris, Heavy Simulations, Production | ||||||||||||||||||
26 | Presentation | October 2025 | COP'ing with Paint | Entagma | Moritz Schwind | Entagma | Learn how to use Copernicus to generate a procedural painting, inspired by reaction-diffusion solvers and impressionist techniques. Construct painterly effects with procedural brushes, edge detection, slope direction, solvers, and colour correction to simulate oil painting textures, varnish gloss, and impasto depth. | https://youtu.be/lJAjK3luLDw | HIVE Equinox 2025 | Copernicus, Painterly FX, Reaction-Diffusion, Solvers | ||||||||||||||||||
27 | Presentation | October 2025 | COP Pyro: Rethinking Smoke Simulations | Alexandre Tamisier | SideFX | Discover Houdini’s new COP Pyro solver, a GPU-accelerated method for simulating smoke. This session covers how Pyro Blocks operate inside Copernicus, whether sourcing density and temperature directly in COPs or from SOPs—and how buoyancy and shaping operators can be layered to drive motion. | https://youtu.be/kjn1svJ044w | HIVE Equinox 2025 | H21 | Copernicus, Pyro Solver, GPU Simulation, Volumes | |||||||||||||||||
28 | Presentation | October 2025 | Around The Moose | Filippo Robino & Marco Provitina | Alps VFX | Dive into the Alps' Moose project, a production-level full CGI shot covering the best features of Houdini. It includes different FX elements, Environment, Rigging in Apex, Animation, Muscle Simulation, shading and lighting. | https://youtu.be/hbPiCRL8vvs | HIVE Equinox 2025 | APEX Rigging, Muscle Sim, Environment, Full CGI | ||||||||||||||||||
29 | Presentation | October 2025 | A Look Under The Hood(ini) at NAS's Assets Pipeline | Sebastian Knoll | Netflix | Over the past few years, Houdini's adoption in Netflix Animation Studio's (formerly Animal Logic) Assets pipeline has steadily increased. From migrating established workflows to a new software package and paradigm, to designing completely new systems to tackle creative challenges, we've made plenty of discoveries. | https://youtu.be/goWy_yrCt-I | HIVE Equinox 2025 | USD, Pipeline, Asset Management, Studio Workflow | ||||||||||||||||||
30 | Presentation | October 2025 | Flow States: Art, Nature, and Procedural Play | Tin and Ed | Tin and Ed | As visual artists working across art, science, and technology, we use Houdini to simulate the complexity of natural systems, from cellular structures to shifting landscapes. More than a tool for animation, Houdini shapes how we think. | https://youtu.be/gijI2Xg_J-0 | HIVE Equinox 2025 | Procedural Play, Simulation, Bio-Design, Creative | ||||||||||||||||||
31 | Presentation | October 2025 | GoT: War for Westeros | Filip Orrby & Guillaume Ritt | Goodbye Kansas | Discover how Goodbye Kansas leverages Houdini’s powerful crowd and CFX tools to bring large-scale cinematic sequences to life. then go behind the scenes of Goodbye Kansas’ Game of Thrones: War for Westeros trailer, showcasing the studios first use of lighting assembly in Solaris for sequence-based workflows. | https://youtu.be/dX2DuPQ01VE | HIVE Equinox 2025 | Crowds, Character FX, Solaris, Sequence Lighting | ||||||||||||||||||
32 | Presentation | October 2025 | Fast and Fracturous | Viswesh Rameshkumar | SideFX | Learn all about the new RBD nodes in Houdini 21 - RBD Car Fracture SOP and RBD Car Transform SOP. Crashing cars is not just easy anymore, but fast and fun as well. We will go through the CarBD destruction workflow and see how the same concept is transferable to other vehicles. | https://youtu.be/aiRL_0sz1zw | HIVE Equinox 2025 | H21 | RBD Car Fracture, Destruction, Physics, H21 | |||||||||||||||||
33 | Presentation | October 2025 | How to Get Your Monster Shredded (or not) | Juliette Le Hir | SideFX | Learn how to bring your creatures to life using new Houdini 21 CFX features. Starting from a basic KineFX rig and animation, discover how tools like Shot Sculpt, Armature Deform, or the Otis Solver (or all three combined!) can help you shape and enhance both the form and motion of your characters. | https://youtu.be/Tplbw-UZ49w | HIVE Equinox 2025 | H21 | Character FX, Shot Sculpt, Otis Solver, KineFX | |||||||||||||||||
34 | Presentation | October 2025 | Ragdolls : Not The Cats | Tom Gofelli | SideFX | Learn how the Animate State makes characters ragdoll. Explore ways to set up characters for ragdoll. Discover some behind the scenes of the APEX Animate State and how it leverages APEX to execute complex programs. | https://youtu.be/SO_P1iX_p3U | HIVE Equinox 2025 | H21 | APEX, Ragdolls, Physics, Animate State | |||||||||||||||||
35 | Presentation | October 2025 | AutoBake: Automated Groom Animation Pipeline for Feature Film | Obeida ZAKZAK | TAT Studio | When working on an Animation movie with a lot of furry characters and a limited number of CFX Artists you will quickly want to keep the artists' focus on Groom dynamics of hero characters and automate as many as possible characters in order to deliver the movie in the deadline. | https://youtu.be/Qk2o5XpEmXM | HIVE Equinox 2025 | Grooming, Automation, Character FX, Feature Film | ||||||||||||||||||
36 | Presentation | October 2025 | Houdini ComfyUI Bridge: a CG-AI Toolkit | Rafael Drelich Valentim | Discover how to build your own CG-AI workflows using the Houdini ComfyUI plugin, enabling seamless data exchange between Houdini and ComfyUI. In this talk, Rafael Drelich will present workflows spanning from motion capture to AI-powered image and video generation. | https://youtu.be/Qcq3EH9HWNc | HIVE Equinox 2025 | Mocap, Generative AI, ComfyUI, Workflow | |||||||||||||||||||
37 | Presentation | October 2025 | Welcome to Equinox | Keynote | Various | SideFX | The Welcome Keynote maps the road ahead – industry outlook, Houdini’s continued evolution, production takeaways, and learning resources. | https://youtu.be/LXzXkE4rhrQ | HIVE Equinox 2025 | Keynote** | ||||||||||||||||||
38 | Presentation | October 2025 | From Desktop to Cloud: Houdini with Aurora on AWS | Paul Ambrosiussen | Bismuth Consultancy B.V | Aurora is a free, open-source project from SideFX, AWS, and Bismuth that makes it easy to run Houdini in the cloud using Docker, Terraform and Packer. | https://youtu.be/HA7a7kHPhJs | HIVE Equinox 2025 | Cloud Rendering, AWS, Docker, Pipeline | ||||||||||||||||||
39 | Presentation | October 2025 | The Making of Rocket Boys - Creating a Full Animated Scene in Houdini 21 | Max Rose | SideFX | The making of Rocket Boys, a competition entry created entirely in Houdini 21. We’ll cover the complete animation pipeline in Houdini, including procedural asset modeling and texturing with COPs, character rigging and animation in APEX, scene layout in Solaris, and lighting and rendering with Karma. | https://youtu.be/Fjv9rfRLsWs | HIVE Equinox 2025 | H21 | APEX, Copernicus, Solaris, Full Animation | |||||||||||||||||
40 | Presentation | October 2025 | How to Build Your Own Solver! | Alex Hamer | SideFX | Take a trip into Copernicus, learning about the existing new Solvers as well as the fundamentals of building one. See examples of constructing basic solvers to create complex effects quickly. Go on a deep dive into building the new Reaction-Diffusion Solver and explore the basics of OpenCL. | https://youtu.be/FM6w-jTw5mY | HIVE Equinox 2025 | H21 | Copernicus, OpenCL, Solvers, Reaction-Diffusion | |||||||||||||||||
41 | Presentation | October 2025 | COPs Replied: Go Cliff Yourself! | Dmitrii Vlasenko | SideFX | Explore ways to leverage COPs for HeightField generation. Start with the initial HeightField setup then layer in COP level texture generation and modifications. Continue with prop scattering and general layout for the scene in Solaris, but also use TOPs for stencil map generation on scale. | https://youtu.be/DAXKUx-3kXI | HIVE Equinox 2025 | H21 | HeightFields, Copernicus, TOPs, Stencil Maps | |||||||||||||||||
42 | Presentation | October 2025 | Missiles, Mayhem, and Explosions: FX Work on Twisted Metal S2 | Jonathan Laborde & Louis-Philippe Clavet | Folks VFX | A break down of the FX behind Twisted Metal Season 2, from the Laughing Ghost’s missile trails to the Heavenly Missile burst and the stadium explosion. | https://youtu.be/CQWXndTaUk8 | HIVE Equinox 2025 | Pyro FX, Explosions, Destruction, VFX Production | ||||||||||||||||||
43 | Presentation | October 2025 | Building ML Volume Upres | Jakob Ringler | SideFX | Get a hands on introduction of ML in Houdini 21 and dive into a case study on how the new tools enable simplified training workflows. Learn how to approach a project like ML Volume Upres as an end to end solution inside of Houdini. | https://youtu.be/9k2-WcWvQYI | HIVE Equinox 2025 | H21 | Machine Learning, Volumes, Upres, Training | |||||||||||||||||
44 | Presentation | October 2025 | Volumetric destruction with Hand-Made Charm in Ambrosia Sky | Jules Glegg | Soft Rains | When building the destructible exo-fungus colonies that fill the world of Ambrosia Sky, we found ourselves solving several difficult problems at once. Level design that calls for colonies to creep across walls and block passages in real time. | https://youtu.be/89qLMX1oOkA | HIVE Equinox 2025 | VDB, Destruction, Game Design, Real-time | ||||||||||||||||||
45 | Presentation | October 2025 | The Great Migration: A Studio's Leap into Houdini | Zoic | David Eschrich | Zoic | Join us as we share the story of our studio’s transformative journey from a traditional Maya-based pipeline to a largely Houdini-driven one. We’ll explore the challenges we faced, the lessons we learned including our solutions – incl our move into USD in Solaris and Karma. | https://youtu.be/eQSJTNp_2CU | HIVE Equinox 2025 | Pipeline, Maya to Houdini, USD, Solaris | ||||||||||||||||||
46 | Presentation | October 2025 | My Chemical Combustion | Nick Culver & Jeff Guttin | SideFX | Pull back the curtain on Houdini 21’s brand-new SOP Pyro Shelf - built to make pyro simulations faster, more intuitive, and artist-friendly without sacrificing control. Learn about a chemical combustion approach that brings real-world fuel chemistry, stoichiometry, and byproduct tracking into HNanoSolver. | https://youtu.be/OjtKnmQum4Q | HIVE Equinox 2025 | H21 | Pyro FX, Chemistry, HNanoSolver, Simulation | |||||||||||||||||
47 | Presentation | September 2025 | Equinox Worldwide HUG | Various | These talks come to us from Houdini HUGs (Houdini User Group) from around the globe, complimenting the live talks taking place this week at Equinox in Toronto. | https://youtu.be/_lEbaWld54I | Community, Global HUG, Learning, Collaboration | ||||||||||||||||||||
48 | Long Tutorial | September 2025 | How to Create Thruster FX | Alasgar Hasanov | SideFX | Learn the basics of the Thruster Exhaust tool by building a procedural, non-sim thruster on the provided rocket, aligning it via a polygon normal, and refining with ramps, color/voxel, noise, optional particles, and layered passes. | https://www.sidefx.com/tutorials/how-to-create-thruster-fx | Thruster Tool, Voxel FX, Procedural, Non-sim | |||||||||||||||||||
49 | Quick Tutorial | August 2025 | Simple Shapes 2.0, Capsule, Hexagon Grid | Christos Stavridis | SideFX | In this video we are looking at three new tools in the SideFX Labs mesh creation family: Simple Shapes 2.0, Capsule and Hexagon Grid. | https://youtu.be/JlAlJx6pAyo | SideFX Labs, Modeling, Mesh Creation, Layout | |||||||||||||||||||
50 | Masterclass | August 2025 | Exploring Facial Rigging Techniques in KineFX/APEX | Carlos Valcárcel | SideFX | Learn all about Project Outback as a vehicle to explore Houdini's KineFX rigging and animation tools. Start by learning about KineFX and APEX and what was achieved during the first phase of Project Outback. For the second phase, the focus will be on facial rigging. | https://youtu.be/tZkQHiZ25kg | H21 HIVE | H21 | APEX, Facial Rigging, KineFX, Project Outback | |||||||||||||||||
51 | Masterclass | August 2025 | Building Machine Learning Pipelines | Michiel Hagedoorn | SideFX | Learn how to build supervised ML pipelines in Houdini 21. Explore the ML nodes and features that have been added with Houdini 21. These ML nodes are designed to leverage and enhance Houdini's proceduralism with automated end-to-end ML pipelines that include data generation, training and inference. | https://youtu.be/qHbTR3g8hqw | H21 HIVE | H21 | Machine Learning, Training, Inference, Automation | |||||||||||||||||
52 | Masterclass | August 2025 | Making Orizuru - New COPs Goodies | Fianna Wong | SideFX | Washi washi! Yep, I also saw those fancy Vellum sims out there, folding a grid into crispy origamis. This is not a presentation about that :) Last year, COPs made its debut as a beta and we undoubtedly have some new goodies for you to play with. | https://youtu.be/lE1IlutdB8s | H21 HIVE | H21 | Copernicus, Image Processing, Compositing, H21 | |||||||||||||||||
53 | Masterclass | August 2025 | Call the COPs, my Terrain is Rocking Out! | Dmitrii Vlasenko | SideFX | Harness the power and flexibility of COPs to generate terrain inside Houdini. Learn how to create tools that facilitate terrain creation and fine-tuning. Explore ground breaking ideas for texture synthesis, using the newest COP noises and filters. | https://youtu.be/iFqZRY8lU4o | H21 HIVE | H21 | Copernicus, Terrain, Texture Synthesis, Noise | |||||||||||||||||
54 | Masterclass | August 2025 | How To Train Your Flame | Jeff Guttin | SideFX | Learn how to incorporate machine‑learning enhancements into your Pyro FX workflows. Make your simulations look 3x better by using Houdini 21's procedural machine learning tools. | https://youtu.be/btg758xaEEg | H21 HIVE | H21 | Machine Learning, Pyro FX, Simulation, H21 | |||||||||||||||||
55 | Masterclass | August 2025 | CFX - Muscle and Soft Tissue with Otis | Kai Stavginski | SideFX | Take an in-depth look at the latest advancements in Houdini’s Character FX workflows, featuring Otis—a powerful new GPU-accelerated dynamics solver purpose-built for soft tissue simulation. Otis combines the speed of Vellum with the material accuracy of FEM, delivering unprecedented realism for muscle, fascia, fat, and tissue interactions. | https://youtu.be/UdtM9yD5pLI | H21 HIVE | H21 | Otis Solver, Soft Tissue, Muscle Sim, Vellum | |||||||||||||||||
56 | Masterclass | August 2025 | Cookies and Cream - An Exploration of the MPM Solver | Peter Sanitra | Join me as we prepare a tasty hot drink made up of cookies, milk, sugar, coffee and caramel. This will showcase multiple simulation setups, different approaches and gotchas with different material types in MPM. Learn how meshing MPM sims is a breeze with the new Neural Surface SOP. | https://youtu.be/50Q25JKBMK8 | H21 HIVE | H21 | MPM Solver, Multi-physics, Neural Surface, Sim | ||||||||||||||||||
57 | Masterclass | August 2025 | What's New in COPland? | Omar Zarifi | SideFX | Learn about powerful constructs such as cables and live simulations, including brand new solvers implemented within the Copernicus framework. Take a look into improvements to slap comp, where Copernicus and Solaris work together to get the most out of the viewport--or to stylize its look completely unique. | https://youtu.be/uwp7L6CPFDw | H21 HIVE | H21 | Copernicus, Live Simulation, Solvers, Slap Comp | |||||||||||||||||
58 | Presentation | August 2025 | Cologne HUG | Two talks: first, a deep dive into art-directing simulations in Houdini - contrasting FLIP and “fake” fluid approaches, practical grain techniques for control, and strategies for clustering and breaking. The second talk shifts to the human side of 3D, exploring community building for freelancers: why collaboration matters, how mentorship and Discord communities help, and the value of sharing knowledge. | https://youtu.be/7Xt6XWWmIzk | Cologne HUG | FLIP Fluids, Community, Freelancing, Mentorship | ||||||||||||||||||||
59 | Long Tutorial | July 2025 | Project Skylark: Building Generator | Marn Schokker | Learn how to solve the main challenges for the medieval-themed buildings generated in the scene. Our HDA will take in a block-out that the user provides and automatically place all of the windows and beams for us. The goal is to create a solid tool foundation that can be expanded based on the needs of your project. | https://www.sidefx.com/tutorials/project-skylark-building-generator | H20.5 | HDA, Procedural Buildings, Unreal Engine, Tooling | |||||||||||||||||||
60 | Long Tutorial | July 2025 | Project Elderwood: Ruinify | George Hulm | Create an hda which is able to process lowpoly blockout meshes into final ruined assets. This course introduces concepts like voronoi fracturing, converting between polygons and vdbs, and artistic use of decimation. | https://www.sidefx.com/tutorials/project-elderwood-ruinify | H20.5 | HDA, Destruction, VDB, Asset Processing | |||||||||||||||||||
61 | Long Tutorial | July 2025 | Project Elderwood: Texturing with COPs | George Hulm | Learn how to create tiling materials from highpoly photogrammetry meshes. Using your own photos, generate a scan, and then bring the result into houdini, where we will bake a patch to a square texture, and then process it into a tiling texture. | https://www.sidefx.com/tutorials/project-elderwood-texturing-with-copernicus | H20.5 | Copernicus, Photogrammetry, Tiling Textures, Bake | |||||||||||||||||||
62 | Long Tutorial | July 2025 | Project Elderwood: Cliffs | George Hulm | Build a scalable cliff generation pipeline that involves little to-to-no simulation, and which has a focus on art-directability and fast iteration times. This approach to cliff modelling is modular, step-by-step and efficient. Learn how to effectively use compiled blocks in houdini to balance memory and performance of systems. | https://www.sidefx.com/tutorials/project-elderwood-cliffs | H20.5 | Compiled Blocks, Modeling, Cliff Gen, Optimization | |||||||||||||||||||
63 | Presentation | July 2025 | Crafting the Wasteland: Adventures with USD in the Fallout Series | Andreas Giesen | RISE FX | Join us on a journey through the post-apocalyptic wasteland of the Fallout TV series for an inside look at RISE Visual Effects Studios' innovative use of the Houdini USD pipeline to create large scale simulations and immersive environments. From massive explosions to intricate details, discover how SOPs and LOPs are bringing this iconic universe to the screen. | https://youtu.be/a985CrJZO6o | FMX 2025 | USD, LOPs, Environment, Massive Simulations | ||||||||||||||||||
64 | Presentation | July 2025 | Evolving USD Workflows: Powering The Last of Us Season 2 | Andreas Giesen & Jonas Sorgenfrei | RISE FX | Take a look at the latest developments in the Houdini USD pipeline at RISE Visual Effects Studios, and how they enabled the team to create the visually stunning post-apocalyptic world of The Last of Us Season 2. | https://youtu.be/Fy-LacmzAxI | FMX 2025 | USD Pipeline, Solaris, Environment, Production | ||||||||||||||||||
65 | Presentation | July 2025 | Paddington in Peru FX Simulations | Igor Jovanovic | Framestore | Framestore FX Supervisor Igor Jovanovic shares how SideFX tool Houdini was utilised in the latest Paddington film. Igor will explore the applications of Houdini to create different simulations, including the treacherous river rapids that spell trouble for Paddington and the Brown family. | https://youtu.be/HUc7i48MHs0 | Annecy 2025 | Fluid Sim, River Rapids, Production, VFX | ||||||||||||||||||
66 | Presentation | July 2025 | Procedural Map Creation from Sensor Data | Paul Ambrosiussen & Joey Kowalewicz | Applied Intuition | Paul and Joey from Applied Intuition will dive into two production workflows for generating procedural maps from multimodal sensor data, including lidar, camera imagery, and auxiliary metadata. The talk will cover a traditional pipeline centered around mesh and heightfield generation, as well as an alternative pipeline leveraging Gaussian Splatting for efficient scene reconstruction. | https://youtu.be/t4-9WCzJ33s | EPC 2025 | LIDAR, Gaussian Splatting, Terrain, Reconstruction | ||||||||||||||||||
67 | Presentation | July 2025 | Why You Should Open Source | Slater Victoroff | Mythica | Mythica is a company focused on building foundational tools for procedural game development. Slater Victoroff will explain why open sourcing our tools is the best choice for both our company and the industry. We’ll explore the challenges and benefits of open source and why you should consider it too. | https://youtu.be/shqwsevyURE | EPC 2025 | Game Dev, Open Source, Pipeline, Industry | ||||||||||||||||||
68 | Presentation | July 2025 | APEX 101 | Matt Estela | Matt Estela | CG Wiki | APEX is still pretty scary and new for most existing Houdini artists, this talk will provide a jargon free explainer of the problems APEX is trying to solve, and a bridge from assumed Houdini knowledge into APEX. | https://youtu.be/mtTZtZwTa9w | EPC 2025 | APEX, Rigging, Jargon-free, Fundamentals | ||||||||||||||||||
69 | Presentation | July 2025 | Lego Horizon Adventures: Procedural Optimization | Simon Verstraete | Studio Gobo | Optimizing a game for multi-platform comes with various challenges. In this talk we will cover how procedural pipelines where build for LEGO Horizon Adventures. | https://youtu.be/VoXLoRFRDvY | EPC 2025 | Game Dev, Optimization, Procedural, Multi-platform | ||||||||||||||||||
70 | Presentation | July 2025 | Worlds From Words | Thomas Tobin | SuperModel | Superworld demonstrates how LLMs transform natural language into procedural Houdini workflows, instantly generating terrains and cities from text prompts. Our pipeline automatically manages thousands of parameters, making Houdini capabilities accessible to anyone regardless of technical expertise. | https://youtu.be/LOz_IPKlnZU | EPC 2025 | LLM, Generative AI, Terrain, Prompt-to-Houdini | ||||||||||||||||||
71 | Presentation | July 2025 | ZIBRAVDB: Compression and Realtime Rendering of OpenVDB | Dmytro Kucherenko | ZibraAI | Overview of VDB compression technology called ZibraVDB for Houdini and Unreal Engine. Demonstrating how it not only reduces storage sized but also enables realtime rendering of VDB sequences. | https://youtu.be/9J8CWvw59y8 | EPC 2025 | VDB, Compression, Real-time Rendering, Unreal | ||||||||||||||||||
72 | Presentation | June 2025 | The Boy & The Octopus - CFX workflows | Untold Studios | Andrea Lacedelli & Amaan Akram | Untold Studios | An overview of the challenges of simulating octopus tentacles, skin and hair for Disney's 2024 holiday season short film. We will explore how we used Houdini to solve the many CFX challenges on this exciting project! | https://youtu.be/381Bveq2vak | FMX 2025 | Tentacle Sim, Skin/Hair, Character FX, Disney | ||||||||||||||||||
73 | Masterclass | June 2025 | Masterclass: KineFX Rag Dolls | Mihnea Stoica | Mihnea Stoica covers the state of KineFX Ragdoll tools in Houdini 20.5. Grab the project files to follow along. If you'd like to get the Solaris scene for the environment where little bot lives, as well as the little bot rig, you can get that as a single download from the Content Library. | https://www.sidefx.com/tutorials/kinefx-ragdoll-masterclass | H20.5 | KineFX, Ragdolls, Physics, Solaris | |||||||||||||||||||
74 | Presentation | June 2025 | MOTU MANU, Brought to Life with Houdini | Garrick Rawlingson & Georgia Wales | Floating Rock | When a young bird’s antics unleash evil spirits into her world, she and her flightless friends set off on a nighttime adventure, racing against the sunrise that threatens to merge the spirits with the physical world, permanently devastating her beloved home. How we developed an animated film using Houdini. | https://youtu.be/GyNTAK3O6Po | Annecy 2025 | Animation, Feature Film, Production, Storytelling | ||||||||||||||||||
75 | Presentation | June 2025 | Character Creation in Houdini | Qvisten Animation XTND | Roy Kristoffersen | Qvisten Animation XTND | Learn how to create a character from scratch using Houdini’s procedural workflows and sculpting techniques. You’ll explore the full process - from initial concept to a fully finished model - rigged with APEX, and Unreal's Control Rig - Ready to be animated anywhere. | https://youtu.be/XB5r9c4h-mY | Annecy 2025 | Modeling, APEX, Unreal Control Rig, Character | ||||||||||||||||||
76 | Quick Tutorial | June 2025 | Project Skylark Overview | Simon Verstraete | Learn the fundamentals of tool-making with Houdini and Unreal Engine 5. Project Skylark has a stylized look that is generated by the procedural assets used to populate a game level. Most of the textures have been created using the Copernicus toolset. | https://youtu.be/bDSQEqeO-OI | Copernicus, Unreal Engine, Stylized, Tool-making | ||||||||||||||||||||
77 | Presentation | June 2025 | Creating Sim Controls from a Designer's Perspective | Edward Chiu | ManvsMachine | Explore the art of creating technical controls for simulations from a designer's perspective with Edward Chiu from ManvsMachine LA! In this presentation, Edward shares his approach to tackling complex creative challenges across commercial and personal projects. | https://youtu.be/OZ-efioax2s | LAHUG | Design, UI/UX, Simulation, Technical Art | ||||||||||||||||||
78 | Quick Tutorial | June 2025 | Stroke-It FREE Painting Tool | Will MacNeil | Check out Procedural Oil Painting in Houdini. Stroke-it replicates real-life oil paintings in a CG application. All the geometry is created inside Houdini using a custom sweep object, with controls for things like stroke width, bristle height, stroke smoothness and color mixing. | https://www.sidefx.com/contentlibrary/stroke-it | OFFF 2025 | Copernicus, Painting FX, Sweep, Procedural Art | |||||||||||||||||||
79 | Long Tutorial | June 2025 | All Roads Lead to Hou-PCG | Mohamad Salame | SideFX | Learn how to export your Houdini scene into Unreal Engine using PCG. The example project provided includes a procedural colosseum fully playable with an interior. We will focus on building modular assets and a point cloud with attributes for instancing then sending this data to PCG. | https://youtu.be/rs04BWcNsNM | EPC 2025 | Unreal PCG, Modular Assets, Instancing, Pipeline | ||||||||||||||||||
80 | Long Tutorial | June 2025 | HEX Biome Generator (Totally Not Catan) | Bailey Hogan | SideFX | Learn how to build a biome generation pipeline using SideFX Labs newest Biome toolset. Workshop participants will start by designing a biome ID map in Copernicus with a random tile pattern. | https://youtu.be/gk8MF1nsS7o | EPC 2025 | Biome Toolset, Copernicus, Scatter, Game Dev | ||||||||||||||||||
81 | Long Tutorial | June 2025 | TOPs Masterclass | Matt Estela | A walkthrough of TOPs from first principles through to complex production-level workflows. | https://youtu.be/lxAHx4JNcp8 | EPC 2025 | TOPs, PDG, Automation, First Principles | |||||||||||||||||||
82 | Presentation | June 2025 | First Gig, Big Scale: A Freelancer’s Leap into Houdini VFX | Karim Rehini | Karim Rehimi shares how he transitioned from game art to VFX and landed his first Houdini job – working on a large-scale show. He’ll talk about relearning from scratch, building a showreel, and how it all came together at the right moment. | https://youtu.be/Rd7IkPgofnY | FMX 2025 | Freelancing, Career, VFX, Learning Journey | |||||||||||||||||||
83 | Presentation | June 2025 | Destruction VFX Techniques with Houdini and Unreal | Chris Chapman | NetherRealm Studios | Learn several novel approaches for using fractured geometry from Houdini while controlling the dynamics inside of Unreal Engine. Simulating pre-fractured assets inside Unreal Engine with Niagara particles along with passing data from Chaos simulations to Niagara systems to emit dust and debris will all be explained. | https://youtu.be/I_pxuAPJnmw | EPC 2025 | Destruction, Unreal Engine, Niagara, Chaos | ||||||||||||||||||
84 | Long Tutorial | June 2025 | Compositing Props for World Partition with Houdini & PCG | Erwin Heyms & Oscar Cerro | Learn how to create and composite foliage and props on a Massive Worlds scale using Houdini and PCG. A method that allows teams to iterate and collaborate on procedurally dressed environments, using unified prop grids in Unreal, fully compatible with world partition workflows. | https://youtu.be/IYXztEFeBBY | EPC 2025 | Unreal PCG, World Partition, Foliage, Environment | |||||||||||||||||||
85 | Long Tutorial | June 2025 | HDA Development for High-Precision Environments | George Pennyfather | Q3D | Learn to produce efficient, high-accuracy environments. User input must be minimised, and the automated processes must be airtight to ensure as little time is lost as possible. This workshop will walk you through a variety of functions that can be implemented into your HDAs to benefit your user experience and improve the stability of your output. | https://youtu.be/r37VFPsFPNg | EPC 2025 | HDA, User Experience, Environment Art, Stability | ||||||||||||||||||
86 | Presentation | May 2025 | COPing Mechanisms and Experimental Detours | Alexa Sirbu & Stephan Helbing | XK Studio | An inside look at their latest projects, the creative and technical fascinations driving them, with a focus on COPs, Gaussian Splatting and the experimental methods shaping their work. | https://youtu.be/jfNYXCiBUfk | OFFF 2025 | Copernicus, Gaussian Splatting, Experimental, Art | ||||||||||||||||||
87 | Presentation | May 2025 | Design Visualization - HDAs, VAT & Python | Johan Borgstrom | Explore how you can use Houdini Digital Assets and Python to assist the creative flow between Houdini, Unreal & DaVinci Resolve. We will also take a look at how you can generate and preview Vertex Animation Textures (VAT) in Houdini. | https://youtu.be/6uc9NAkjuzg | OFFF 2025 | Python, VAT, Unreal, DaVinci Resolve | |||||||||||||||||||
88 | Presentation | May 2025 | OFFF Titles - Reimagined | Paul Esteves | Walk through the process of making OFFF titles. Not the official OFFF titles, but rather, the titles if OFFF had asked me to make them. Explore the Houdini process of the different shots and the creative process behind it. | https://youtu.be/blpXGKL-VdU | OFFF 2025 | Motion Design, Creative Process, Lighting, Art | |||||||||||||||||||
89 | Presentation | May 2025 | SHOWCASE | Tin & Ed, Yan Paul, Will MacNeil | A rapid-fire run through three studio projects. | https://youtu.be/dYAnFhje9aM | OFFF 2025 | Studio Projects, Nature, Technology, Rapid-fire | |||||||||||||||||||
90 | Presentation | May 2025 | Manifold Realities | Simon Holmedal | Panoply | Manifold Realities explores the intersection of proceduralism, creativity, and emergence in digital design. Through the lens of my project Manifold, this talk examines how procedural workflows generate not just singular outcomes, but entire ecosystems of possibilities. | https://youtu.be/jHMokmNf50A | OFFF 2025 | Procedural Design, Emergence, Ecosystems, Art | ||||||||||||||||||
91 | Presentation | May 2025 | The Phizz-whizzing Effects of ETC | Dan Yargici | ETC | A journey through the various FX created by ETC for Sainsbury's Christmas campaign featuring Roald Dahl's beloved BFG. Dan walks us through the challenges of achieving a stop motion aesthetic for director Sam Brown as well as how ETC managed environmental FX. | https://youtu.be/WIfawCm2I-E | OFFF 2025 | Stop Motion FX, Environmental FX, Character | ||||||||||||||||||
92 | Presentation | May 2025 | Copy and Transform | Andreas Barden & Lukas Muller | BUREAU KLAUS ALMAN | Using "Copy and Transform" as a metaphor, we’ll explore how taking inspiration from others can lead to something uniquely your own. The focus isn’t solely on deep technical details but on how Houdini can be a powerful tool to express and artdirect your ideas. | https://youtu.be/-nrFsxbibrQ | OFFF 2025 | Creative Process, Art Direction, Inspiration, Design | ||||||||||||||||||
93 | Presentation | May 2025 | Leveraging Generative AI for 3D Content Generation | Moritz Schwind | Entagma | Moritz demonstrates how cutting‑edge generative‑AI tools — Trellis, Hunyuan, and curated Hugging Face/Civitai models — can be leveraged inside Houdini’s procedural system to yield prompt‑driven meshes. | https://youtu.be/fDfLtdgYpMU | OFFF 2025 | Generative AI, Trellis, Hunyuan, Meshes | ||||||||||||||||||
94 | Presentation | May 2025 | The Art of Decomposition: Tackling Complexity with Houdini | Benjamin Sugar | Learning Houdini is a wild ride of trial and error - breaking things, making mistakes, and slowly unlocking its endless possibilities. Through my journey with Houdini, I discovered how experimenting and deconstructing complex problems sparks creativity and reveals surprising connections to the natural world. | https://youtu.be/iRp9vOOQwY4 | OFFF 2025 | Creativity, Problem Solving, Learning, Nature | |||||||||||||||||||
95 | Presentation | May 2025 | Houdini x ComfyUI | Rafael Drelich Valentim | An early look at the integration of ComfyUI into Houdini, created by Rafael Drelich Valentim and Anatolii Iudanov (XAPKOHHEH). | https://youtu.be/KB7gsxHXVFM | THUG - May 2025 | ComfyUI, Integration, AI Toolkit, Live Bridge | |||||||||||||||||||
96 | Presentation | May 2025 | This is What the Edge of Your Seat was Made For | Thomas Goffelli | SideFX | A lesson in exploiting Houdini's toolkit for unconventional use-cases. From hijacking KineFX/ APEX viewer states to abusing TOPs, journey into niche and esoteric territory. | https://youtu.be/l8c2b1lNLNk | FMX 2025 | Esoteric, KineFX, APEX, Niche Workflows | ||||||||||||||||||
97 | Presentation | May 2025 | Fibric: Procedural Clothing Creation | Pepe Buendia Rubio & Agustin Gonzalez | Fibric | Discover Fibric, a next-gen toolset for creating advanced CGI clothing using curves within Houdini's SOP context. Learn to generate and manipulate fabric patterns, adding realistic damage, stitching, and fine-tuning details. | https://youtu.be/ded7xNkrx1o | FMX 2025 | Clothing, SOPs, Fabric Patterns, Sewing | ||||||||||||||||||
98 | Presentation | May 2025 | Artist Workflows for USD, Solaris & RenderMan XPU | Leif Pedersen | Renderman | Leif Pedersen takes you inside Chris Herrick’s Elucidea — a striking sci-fi vision built to explore USD, Solaris, and RenderMan workflows for production-level character design. | https://youtu.be/biQlPL8_uu4 | FMX 2025 | RenderMan, Solaris, USD, Character LookDev | ||||||||||||||||||
99 | Presentation | May 2025 | BlueBolt’s VFX for Nosferatu and Napoleon | Dave Cook | BlueBolt | An overview of the process of creating FX that embody a strong directorial vision in long-form narratives. Learn how Houdini can be integrated seamlessly with performance, and practical elements and to investigate how to use FX tools as a storytelling element to amplify the mood of a shot. | https://youtu.be/Zcs81MK8EY0 | FMX 2025 | Storytelling, FX Integration, Historical VFX, Mood | ||||||||||||||||||
100 | Presentation | May 2025 | FX Simulations Deep Under The Mountains And Above | Fabian Novak | The Yard VFX | Explore the different types of FX sims achieved to bring to life the gigantic dwarves' caves of Khazam-dûm. Art-directed destructions, waterfalls & rivers, dust & debris, flames, atmospherics, crowd and cloth, lead to many different types of Houdini setups. | https://youtu.be/ViQB3mcMJSc | FMX 2025 | Waterfalls, Destruction, Crowds, Environment | ||||||||||||||||||