Houdini – proseduraalinen 3DLaajuus (5 cr)
Code: VV00EW09
Credits
5 op
Teaching language
- English
Responsible person
- Panu Vuoristo
Objective
You learn the basics of procedural 3D modeling, dynamic simulations, and scripting.
You understand the fundamentals of node-based workflows, asset creation, and key VFX techniques.
Content
What is procedural content generation (PCG) and what are its benefits?
What is Houdini and what are the alternative software?
What are custom tools and how to make them?
How to navigate Houdini interface, different views and customize them?
What are some of the common workflows for creating effects and procedural structures?
What various types of 3D are (meshes, point clouds, VDBs, volumes)?
What is the utility of PCG in games?
What commonly used data types there are and how to work with them?
How to generate various geometry and modify it?
How to import and export geometry?
How to create procedural tools and effects using nodes and vex?
How to fracture and break objects?
How to simulate rigid bodies, cloth, liquids and pyros?
Enrollment
13.01.2025 - 26.01.2025
Timing
01.01.2025 - 30.04.2025
Number of ECTS credits allocated
5 op
Virtual portion
1 op
Mode of delivery
80 % Contact teaching, 20 % Distance learning
Unit
Department of Culture
Campus
Kouvola Campus
Teaching languages
- English
Seats
20 - 22
Degree programmes
- Degree Programme in Game Design
Teachers
- Panu Vuoristo
Teacher in charge
Panu Vuoristo
Groups
-
VV2024-2025Optional studies 2024-2025
Objective
You learn the basics of procedural 3D modeling, dynamic simulations, and scripting.
You understand the fundamentals of node-based workflows, asset creation, and key VFX techniques.
Content
What is procedural content generation (PCG) and what are its benefits?
What is Houdini and what are the alternative software?
What are custom tools and how to make them?
How to navigate Houdini interface, different views and customize them?
What are some of the common workflows for creating effects and procedural structures?
What various types of 3D are (meshes, point clouds, VDBs, volumes)?
What is the utility of PCG in games?
What commonly used data types there are and how to work with them?
How to generate various geometry and modify it?
How to import and export geometry?
How to create procedural tools and effects using nodes and vex?
How to fracture and break objects?
How to simulate rigid bodies, cloth, liquids and pyros?
Evaluation scale
1-5