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Houdini Solaris - USD & Environment Workflow (Subscription)

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Houdini Solaris - USD & Environment Workflow (Subscription)

32 ratings

Access to my Houdini USD tutorial series (previously on youtube) & More tutorials series

DOES NOT INCLUDE PROJECT FILES // VIDEO READ ONLY (No offline / Download allowed)

  • H21 || Tree scene

H21 - 01 Component Builder : Using component builder to prepare usds storing the tree geo and materials. Using some new technics like Map Stencil for the leaves and reading strings in Material to load textures.

H21 - 02 Master Material : Upgrading the master material to control the look of all the different parts of the tree with just one shader.

H21 - 03 Instancer : Time to mockup a quick scatter out of the generated trees, breaking down instancer lop and showing how to control your tree scattering from scratch.

H21 - 04 Material Variation : Showing how to vary the hue saturation and gain under a controlled random range.

  • Cookies And Milk || PixarRenderman

3h of edited video tutorials (9 parts) guiding on mastering renderman to create photorealistic render.


  • Chasm's Call || Colosseum of the Fallen Flame

Chasm's Call - Houdini To Unreal Workflow : Using USD to port geometries and complex lighting over Unreal Engine. Demonstrating the concept of USD Layers to export these two separatly in one click. (20min)


  • Cloudscape Series


Cloudscape intro - Overview : What to expect of this series. (7min)

Cloudscape part 1 - Terrain Creation : Using Gaea2 to create the mountain range and processing data in houdini. (27min)

Cloudscape part 2A - Cloud Creation | Overview : Overview of the cloud generation process and its different methods. Also studying some references to understand how the sky is layered. (7min)

Cloudscape part 2B - Cloud Creation | Framework : Creation of a Cumulus cloud, then applying a simple volume material and lighting setup for lookdev tests. (37min)

Cloudscape part 3A - Cloud Creation | Skybox Intro : Introduction to SkyBox framework to create large cloudy area. (26min)

Cloudscape part 3B - Cloud Creation | Skybox Detailing : Detailing generated clouds created via SkyBox framework. (19minmin)

Cloudscape part 4A - Material | Cloud FastShader : Going through some cheats here to mimic GI/multiscatter within a volume. It's a decent way for optimizing volumes that doesn't require any complex look (more background or very thin clouds) while significantly decreasing render times. (13min)

Cloudscape part 4B - Material | Cloud Physical+ : What does it takes to create physically based cloud materials ?? Going through every features we need and making our own custom shader to understand the core concept of it. Karma / MaterialX ONLY, but you can apply the same logic to any other engine. (38min)

Cloudscape part 4C - Material | Shading Intro : It is time to start the lookdev on the mountain since we are into material. Before we dive into it I am doing in this video an overview of the overall process and an introduction to surface Material. (28 min)

Cloudscape part4D - SurfaceMaterial | Master layers : Going step by step into the creation of a "master layer" that will help us create material instantly for our megascan textures. Using it here to create the main Rock and Snow materials that we will then blend to create the final terrain material. (29 min)

Cloudscape part4E - SurfaceMaterial | Terrain Lookdev : Now that our master layers are set up, it's time for a proper lookdev pass to finalize the terrain material. This one dives deep into procedural logic with MaterialX, giving us full control over how rock and snow layers blend together. (28min)

Cloudscape part5A - Layout | Fundamentals : Diving into the USD concepts that will help us assemble the scene... Reference, Sublayer, Layering, Opinion, Hierarchy, Instancing... reviewing all the methods we have to organize a scene in the most optimized way. (43min)

Cloudscape part5B - Layout | Volume Clouds : Focusing on the volume side of layout...And, as you’ll see, there are a few gotchas with VDBs and clouds that we need to handle to make tools like Stage Manager LOP work smoothly. We’re also pushing procedural cloud layout further with the Instancer LOP to help unlock all sorts of creative possibilities. (36 min)

Cloudscape part6A | Scifi - kitbash : Wrangle assets from killer packs (think Kitbash3D, ArtStation finds, and beyond) to block out some epic 3d scenes. We’ll explore the must-have steps to set up your Houdini project for success: streamlining material assignments, optimizing data flow, and getting everything Solaris-ready. It’s all about building a rock-solid foundation for your next big scene! (23 min)

Cloudscape part6B | Scifi - lookdev tricks: Walking through the prep and polish of one of my scene’s standout buildings using MaterialX. Expect some slick tricks to get futuristic vibes, pulling custom masks from geometry, and nailing material assignments that shine in Solaris. It’s a chill dive into creating eye-catching sci-fi materials that’ll level up your renders. (35min)

Cloudscape part7 - Lighting : We’re crafting a clean hierarchy to streamline layering, nailing a bold keylight, and using gobos to add that extra flair. We’ll break down the first render pass, splitting clouds, sci-fi structures, and mountains into layers for fast iteration and killer compositing material.(50min)

Cloudscape part8 - Compositing : Using copnet to comp and grade the final image ! (1h)



  • Introduction to USD

Solaris_00 - USD a new way to work (11min40)

Solaris_01 - Introduction to Solaris (42min23)


  • Getting Started with USD Environment Creation

Solaris_02 - Megascan to USD (45min13)

Solaris_02b - Material (26min32)

Solaris_03 - Layout Workflows (38min15)

Solaris_03b -Layout Brush FIX (29min08)

Solaris_04 - Environment creation (1 hour 11min)

Solaris_05 - test USD Solaris to Unreal (10min14)



  • Masterclass

MasterClass - Karma Render (42min10)

MasterClass - Solaris Tips (13min53)



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