Houdini Isn't Scary - Part 3 And a Bit: FAQ — Transcript
Full transcript
- 0:00welcome back to you Deanie isn't scary
- 0:02this isn't exactly part 4 this is more
- 0:05of a faq Q&A kind of thing where I
- 0:08answer a lot of questions that may have
- 0:10arisen and help you with anything that
- 0:12may pop up along the way that are
- 0:15unintended so this is more of a
- 0:17clarification part rather than a part in
- 0:20its own so we're going to go over a few
- 0:22things that may confuse you and things
- 0:25that I may have overlooked in the
- 0:26tutorials that I should have covered so
- 0:28let's get straight into it
- 0:31[Music]
- 0:35when you're working in Houdini you're
- 0:37often clicking around you know you're
- 0:39doing things you're getting things done
- 0:41you're making great effects but then
- 0:43sometimes bad things happen you end up
- 0:46clicking on who knows what this over
- 0:49here and this over there and all of
- 0:52these awful things have happened and you
- 0:55don't know where you are anymore and
- 0:56it's all just a mess
- 0:58right you don't know how to get back to
- 1:00your scene view from here you don't know
- 1:01how to get your original setup back and
- 1:04the way that you can just fix this if
- 1:06everything looks like a mess is to go up
- 1:09over here where it says bold and this is
- 1:11what is known as a desktop this is like
- 1:13a setup so as it went over in part one
- 1:15you have your scene here your network
- 1:17view and your parameters but there are
- 1:19other ways to set it up that's just the
- 1:21default one and that's called bold now
- 1:23there are others for example I like to
- 1:25use technical technical is nice if
- 1:27you're working with attributes a lot but
- 1:29if you've done something and you don't
- 1:31know how to get back to the way it was
- 1:32what you can do is you can say reload
- 1:34current desktop you click on that will
- 1:37take a moment
- 1:39but everything will come back to normal
- 1:42right and you won't lose any progress
- 1:44like if you had an object and yeah it
- 1:46wouldn't change anything we just bring
- 1:47you back it would just be like opening
- 1:49Houdini afresh right so that's a great
- 1:52way to reset things the other thing I
- 1:54want to mention are these things in
- 1:56between panels so as you can see there's
- 1:59this very thin bar between the scene
- 2:01view and everything on the right now
- 2:04what this does is it allows you to click
- 2:06and drag and adjust the size of Windows
- 2:08but if you go to the center of this bar
- 2:10you'll notice that says left mouse
- 2:12button click to minimize left pane and
- 2:14then it'll say the same for right so you
- 2:17can minimize the left pane or the right
- 2:18pane you minimize the left pane it
- 2:20pushes everything to the left it
- 2:23basically removes the scene and you can
- 2:25find this new thin bar on the left hand
- 2:27side to restore the minimize thing and
- 2:29then you can do the reverse and once
- 2:32again bring it back and this works in
- 2:34all panels and you can just do it like
- 2:37that
- 2:37you can also switch around your panels
- 2:38by clicking on the middle of the bar so
- 2:41now our network views at the top
- 2:43parameters at the bottom switch it again
- 2:45all right quite useful the other thing
- 2:47you can do is in a particular window if
- 2:50your note setup is getting quite busy
- 2:51you can press control B and this will
- 2:54maximize that window so if you press
- 2:56control B again will minimize control V
- 2:59control B probably right that's also
- 3:02useful if you want to focus on a
- 3:03particular panel and you want to just
- 3:05hide the others you can make one of them
- 3:07fullscreen and then another thing is we
- 3:09have these tabs you know you have your
- 3:10different tabs that do different things
- 3:12and if you close one by mistake so say
- 3:15you closed your scene view you can just
- 3:17create a new tab it's a new pane viewers
- 3:21see view right and then you can drag
- 3:23them over and put them where you want so
- 3:26just keep all of that in mind that's
- 3:28just to clear up any confusion that you
- 3:30may have because I remember when I
- 3:31started in Houdini sometimes I would
- 3:33click on a random thing and I wouldn't
- 3:35know how to get it back to normal and I
- 3:37would just close udg and open it again
- 3:39but really Houdini has stuff in place to
- 3:42help you when things like that go wrong
- 3:45[Music]
- 3:49this is a bit more of a technical one we
- 3:52talked about vertices points primitives
- 3:55now in Houdini a point is a position in
- 3:58space right but simply just a position
- 4:01in space and then you place a point at
- 4:03that position so now you have a point at
- 4:06a position so that point can hold all
- 4:08sorts of information that can alt
- 4:09attributes and that's the basis of what
- 4:12is known as a point attributes we've
- 4:13created those before then if you have
- 4:15two points or more and you connect them
- 4:18once they connect that you end up with
- 4:20what is known as a primitive so those
- 4:22are multiple connected points you can
- 4:24connect two points to create a line
- 4:26primitive or three points to create a
- 4:28triangle or four points to create a quad
- 4:30now what that means is that multiple
- 4:33primitives can share points however
- 4:36that's where vertices come in each
- 4:39corner of a primitive as a vertice so
- 4:42that means that vertices are unique per
- 4:44primitive in a basic quad you have four
- 4:47points making up one primitive with four
- 4:49vertices all right and we can if you
- 4:51take a look at this if we go into
- 4:53Houdini we can create a grid
- 4:58I've inside that grid make it a one by
- 5:00one with only two rows and two columns
- 5:02right so it's just a single block but
- 5:06what we could do here is we can also
- 5:07share primitives so if we activate
- 5:09primitive numbers this is primitive
- 5:11number zero as you can see if you
- 5:13activate points we have four points and
- 5:15then we can also display vertex markers
- 5:18as you can see there's one in each
- 5:19corner right pretty basic four points
- 5:22one primitive or vertices what happens
- 5:25if we increase this to three rows and
- 5:27three columns now what you'll notice is
- 5:29that we have three points across three
- 5:31points down that means we have three six
- 5:33nine points but with one two three four
- 5:38primitives and then as we've said before
- 5:41vertices are unique per primitive so
- 5:44each primitive store has four vertices
- 5:47although we have nine points and only
- 5:49four primitives we have 16 vertices so
- 5:53what does this mean well this changes
- 5:55the way that attributes work for example
- 5:58if we have to add an attribute so let's
- 6:01add eight color and that's only added to
- 6:03a particular group so what we're going
- 6:06to do is we can to drop a group node
- 6:09and I'm just going to duplicate it you
- 6:11can duplicate but holding alt clicking
- 6:13and dragging so I have my three groups
- 6:16over here
- 6:18and then I'm going to do the same for
- 6:19the color so holding alt click and drag
- 6:24and then just plug a group into each one
- 6:26of these so now for the first one what
- 6:29I'm going to do is I'm going to group by
- 6:31primitives have the default so I can
- 6:33click and drag over some primitives
- 6:35enter then I'm going to go to the next
- 6:38one I'm going to set it to points click
- 6:41and drag over some points enter right
- 6:45now we have that group where I'm second
- 6:48group and the third group will set this
- 6:50one to vertices click and drag press
- 6:53Enter
- 6:54now let's go on to our color nodes we
- 6:56can select all three of them at the same
- 6:58time let's make all of them blue and in
- 7:01the group that we want for each of them
- 7:03is Group one in all cases so now we can
- 7:06take a look at the difference so for the
- 7:08first one when it changes to a primitive
- 7:10group because that's what our group is
- 7:12and as you can see it makes sure that
- 7:15the color does not bleed over into the
- 7:18other block it is maintained only on
- 7:20each primitive if we go over to our
- 7:24second one over here where we have it
- 7:25running over points you'll notice that
- 7:27it sort of bleeds over right it bleeds
- 7:30from the points and then as you go
- 7:32across the primitive it blends between
- 7:34the one value to the other points value
- 7:37and finally if we go over to vertices we
- 7:40can make that last one a vertex
- 7:42attribute now you can see that is held
- 7:44by only a single vertex that vertex over
- 7:47there bleeds between that one that one
- 7:49and that one
- 7:50so the attribute that you have on there
- 7:51blends across and as you can see this
- 7:54makes quite a difference depending on
- 7:56what look you're going for
- 7:58you need your attributes on different
- 8:00parts of geometry so take note of that
- 8:02it's very easy to switch between so you
- 8:05can easily change from flowers primitive
- 8:06to point and you can also use things
- 8:09like an attribute promote and that can
- 8:12promote it from one class to another you
- 8:14plug those in and then you choose the
- 8:16attribute name so we know that this is
- 8:18cd4 color and then you can change it
- 8:21from a primitive to a point or a vertex
- 8:25and detail we'll get back to that at a
- 8:27later point
- 8:32as we noted in part one we have three
- 8:36axes in Houdini we have the x axis the y
- 8:39axis and the z axis x axis being
- 8:42horizontal y axis being vertical and the
- 8:46z axis being your depth and you may have
- 8:49heard a compositing term known as Zeta
- 8:52that refers to how far along the z axis
- 8:56a particular object is so how does this
- 8:59relate to working in Houdini well when
- 9:02we create an object for example if we
- 9:05create a sphere under the parameters
- 9:07you'll notice that translate rotation
- 9:09and scale all have three components to
- 9:12them these three components pertain to
- 9:15our axes and in this case the order is
- 9:18important we follow it as x y and z and
- 9:22they relate directly to the three
- 9:24components you see over here as you can
- 9:27see we have this translate over here the
- 9:29first one would be X so if we move this
- 9:32a sphere moves along the x axis and if
- 9:36we move along the second component that
- 9:38moves us along our y axis and we can
- 9:40move along our z axis as well and when
- 9:43it comes to scaling you can scale along
- 9:46particular axes as well
- 9:48I would work with the rotation is you
- 9:50can almost think of it as a rotisserie
- 9:52so you would put a skewer through a
- 9:54particular side and then spin it around
- 9:56that direction so if you put a skewer in
- 9:58vertically in other words along the y
- 10:02axis and this would spin towards the x
- 10:05axis so as you can see if you spin it
- 10:09along the y axis it rotates like that
- 10:12and you can almost visualize the skewer
- 10:15down the middle as if it were a
- 10:17rotisserie same thing if we rotate
- 10:19around the z axis or the x axis
- 10:24so that makes up these components and
- 10:27you may notice something in the bottom
- 10:29left of your viewport you see that it
- 10:31has XY and Z and I chose it as red green
- 10:35and blue now if we go inside our sphere
- 10:39and drop down a color node you'll notice
- 10:43something interesting our color node
- 10:45also as these three components and more
- 10:50interestingly they correspond to XY and
- 10:53z as well except they correspond to a G
- 10:56and B red green and blue as you can see
- 10:58in the bottom left so if you make
- 11:01everything on here zero except for X
- 11:06unless it becomes red because when
- 11:09working with vectors as what these are
- 11:11called these values that have multiple
- 11:13components to them they're called
- 11:15vectors when you work with a vector most
- 11:18common type has three components to it
- 11:21they can be referred to as X Y Z 0 1 2
- 11:24or RGB and in this case it's our red G
- 11:29green B blue so if we want purple then
- 11:33we want to add to B so our G B make that
- 11:37one you get purple
- 11:39and so you can figure out how all of
- 11:41this works of course you don't have to
- 11:42know this it just makes it easier to
- 11:44work with because you actually
- 11:45understand what each of these values are
- 11:47it helps making sure that nothing is
- 11:49obscure because now we have a very clear
- 11:51understanding that each one of these
- 11:53corresponds to a different color value
- 11:55so great how exactly as a vectors let's
- 11:57go to the next part when you go inside a
- 12:06node in Houdini and you want to drop
- 12:09down a new node there are multiple ways
- 12:12of connecting it to other objects so if
- 12:14we drop down a null the most common way
- 12:17is to click on this output and plug it
- 12:19into that input all right very basic
- 12:22however there are other ways so let's
- 12:25say we have our sphere so I'm placing a
- 12:26sphere here I click on the output right
- 12:29so now I can plug it in somewhere but
- 12:32then I press tab and type now it will
- 12:36connect it automatically switching is
- 12:38very easy if I want to switch which
- 12:40output is going into this input you can
- 12:42click on the output click on the input
- 12:45and it'll switch them right so that's
- 12:48very basic but you can also do things
- 12:50like cutting connections so you can hold
- 12:53Y and we'll bring up this scissor tool
- 12:55and you can just click and drag and it
- 12:58will cut anything that you cross
- 13:01they things are plugged in like that
- 13:05you can cross right pretty cool what
- 13:07happens if your network is becoming a
- 13:08bit of a mess so let's drop another now
- 13:10connect this to all of these and just
- 13:13move these you know in some weird way
- 13:16what you can do is you can press out and
- 13:18what L does is it lays it out
- 13:21it lays it out in a neat way for you and
- 13:23the other thing that you could do is if
- 13:25they are all a mess like this you can
- 13:29select a couple of nodes so say you only
- 13:30one select the nulls all shift-click on
- 13:33a null click on the next one and click
- 13:35on the next one and then you can do
- 13:36something like shift a which will align
- 13:40them or horizontally you click and move
- 13:43to the right and then you can distribute
- 13:45them evenly by holding alt and a
- 13:49and you end up with that nice little
- 13:51setup another cool thing you can do is
- 13:53you can add what's known as a dot in a
- 13:56connector so if you alt and click on a
- 13:59connector it'll add this dot and this
- 14:02dot acts almost like a midpoint as you
- 14:05can split from
- 14:10that's just a way of meeting things up
- 14:12and the cool thing about the dot is if
- 14:15you want to replace the input it almost
- 14:18acts like a null in its own so another
- 14:21thing that you may want to do is if this
- 14:23box is too small and you have a large
- 14:26node set up and you're very busy with
- 14:28nodes you don't really need to see the
- 14:30scene view or anything you could press
- 14:32ctrl + B in this box over here to make a
- 14:35full screen so we can write like this
- 14:37let's drop down a switch
- 14:41now if you have a switch you'll notice
- 14:44that they aren't separate inputs there
- 14:46is just this one bar and this means that
- 14:49you can connect multiple things in you
- 14:51know you can connect as many of these as
- 14:53you want but the thing that I want to
- 14:55show you is how we control which input
- 14:58is which so I'm just going to press Y
- 15:00click and drag cut all of those now
- 15:04let's say I plug my box in and then I
- 15:07plug my sphere in as you can see it
- 15:10considers the box as the first input and
- 15:12the sphere as the second input so you
- 15:15can switch between which input is coming
- 15:17through if we take a look at our
- 15:18viewport
- 15:21we can switch back and forth between
- 15:23these two and you end up with a dotted
- 15:26connector versus I saw the connector the
- 15:27solid one is showing which is currently
- 15:29being viewed so you know very easy to
- 15:32swap back and forth but what happens if
- 15:33we want our box to the our second input
- 15:35well what we can do is we can rearrange
- 15:38them in here you can press up and let's
- 15:41switch them around all right so just a
- 15:44neat little trick and you can do this
- 15:46with a merge node as well if you have a
- 15:48whole bunch of things merged in
- 15:51and your orders on mixed up you can
- 15:54switch them around over here
- 15:58so this is just a meekness thing
- 16:00basically because you're working with
- 16:02nerds a lot of the time you want
- 16:03everything to remain neat and you know
- 16:06there are other things that you can play
- 16:07around with such as Network boxes if for
- 16:10example all of these nulls aren't
- 16:12important to see you can put them in a
- 16:14network box right move them around as
- 16:17one unit and also minimize them
- 16:21and then of course give this a name of
- 16:24its own so you can call it something
- 16:25like in our box and this just neaten
- 16:28things up and makes it a lot easier and
- 16:30you have other tools you can press seed
- 16:32that will bring up your colors you can
- 16:34give different things different colors
- 16:36by clicking on them and then clicking on
- 16:38a color so doing it this way you can
- 16:41color coordinate various things and it
- 16:43just makes working in Houdini a little
- 16:45bit easier and if you have a nerd
- 16:46halfway between a connector a cool way
- 16:50to disconnect it his tacky just wiggle
- 16:52it around if your wiggler comes loose so
- 16:55that's a pretty cool thing that I
- 16:56haven't seen in other software no yeah
- 16:58something plugged in when lip comes
- 17:00loose and you can slide it in somewhere
- 17:02else
- 17:04and so that's all very useful just to
- 17:07make your life a bit easier when you're
- 17:08working with nerds
- 17:09your nerd setups don't become a complete
- 17:12mess I hope that this helped to clear up
- 17:14some of the confusions that you may have
- 17:16had with Houdini you know a lot of those
- 17:18small things that kind of pop up when
- 17:20you don't expect them kind of things are
- 17:22getting your way and you spend an hour
- 17:24trying to find on Google honestly it
- 17:26just ends up wasting a lot of your time
- 17:27so this is really just for convenience
- 17:29we'll be back with part four soon I do
- 17:32hope you enjoyed this if you did enjoy
- 17:34this please leave a like consider
- 17:35subscribing we are releasing these
- 17:37tutorials a lot more often than we used
- 17:39to and it seems to be the direction that
- 17:41this channel is going to take so thank
- 17:43you for supporting us thank you for
- 17:44supporting us on YouTube and on patreon
- 17:46so if you want any more content you can
- 17:49go over to our patreon and check it out
- 17:51over there and a special thanks to all
- 17:53of our patrons who make this possible
- 17:55they make it free for everyone else and
- 17:57so you know a huge thank you to them and
- 17:59here they are here's the credits thank
- 18:02you for watching I'll see you next time
- 18:25you
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