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HoudiniBeginner
Published: March 15, 2023 • Updated: January 10, 2024

Houdini Basics: Getting Started

This tutorial will introduce you to the basics of Houdini, covering the interface, navigation, and fundamental concepts that every Houdini artist should know.

Introduction to Houdini

SideFX Houdini is a 3D procedural software used for modeling, animation, VFX, look development, lighting and rendering. What sets Houdini apart is its node-based workflow that gives artists unprecedented control and flexibility.

The Houdini Interface

When you first open Houdini, you'll be greeted with a complex interface that might seem overwhelming. Let's break it down into its core components:

  • Network Editor: Where you create and connect nodes
  • Viewport: 3D view of your scene
  • Parameter Panes: For adjusting node settings
  • Timeline: For animation control
  • Scene Graph: Hierarchical view of your scene elements

Pro Tip

Press Spacebar to switch between the Network Editor and 3D viewport. This is one of the most useful shortcuts in Houdini!

Understanding Nodes

Everything in Houdini is based on nodes. A node is a self-contained operation that performs a specific task. Nodes connect together to form networks that define your entire project.

The three basic types of nodes you'll encounter are:

  • Generator nodes: Create geometry (like Box, Sphere)
  • Modifier nodes: Change existing geometry (like Transform, PolyExtrude)
  • Output nodes: Display or export your work (like ROP Output)

Your First Node Network

Let's create a simple sphere and modify it:

  1. Press Tab in the Network Editor and type "geo" to create a Geometry node
  2. Double-click the node to dive inside
  3. Press Tab again and type "sphere" to create a Sphere node
  4. Connect the output of the Sphere node to the output node (named "output1")

Congratulations! You've created your first Houdini node network. You should see a sphere in your 3D viewport.

In This Tutorial

Tutorial Series

  • Part 1: Getting Started
  • Part 2: Procedural Modeling
  • Part 3: Basic Simulations
  • Part 4: Rendering Basics

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