A collection of Houdini hip files, examples, tech r&d's, vex, all the good stuff... (Click title link to download hip)
Using NDC (normalized device coordinates) to build a custom HUD with extended viewport info.
Animate a point and make an object follow its position, while rolling and sticking to any irregular terrain. (Uses a solver SOP!)
Fake volume light using VEX, with support for omni and spherical area ligths, shadows, light samples (for area lights+shadows), shadow transparency, and a basic surface roughness model.
Motor based robot RBDs, scattered over surface, collide with each other.
A paintable infection solver.
Knitted patterns from a UVd cloth geo.
COPs based flakes material.
A complete workflow example: kinefx skeleton > apex rig (using rig components) > blendshape animation > imported into solaris, as USDskel instead of timesampled geo.
Assorted audio visualizers: spectrum, waveform, audio volume / channels, frequencies.
Audio viz with lots of controls.
A piano score that animates to midi files, in the likes of guitar hero.
Reads a midi file, generates rbd balls for each note, balls collide with a piano geo (it "plays" the music). The impacts are stored and transformed into a .wav file, as if the balls really played that song.
Using the filament solver in DOPs for fake fluid looking ink sims. Also, YT video tutorial
Inject liquid from the interior of a vase. Needs to have some flip tweaks so the produced water actually adds volume to the main body.
Create chain links dynamically in a sop solver.
Bullet sim that applies a rotational force to move objects towards goals.
Melting fx, using a custom cooling method (VEX). Custom cooling has a min temperature threshold, that when exceeded triggers a frame timer. Once the timer is reached, the cooldown effect takes place by multiplying current temperature by a cooling rate < 1. In my tests this method gave better controls for melting regions over the built-in one from "gastemperatureupdate" dop.
Retro game visuals with pixelization, palette reduction, layered tv glitches (scanlines/vignete/crop/running bars/etc) and blinking fonts.
Random rotation on points : Time driven animated rotations (non-simulated). Good for suspended particles, glints, etc. Grass wind : Non-simulated wind on instances, with controls for direction/strength/speed/noise frequency.
A complete mini game with RBD based collisions, chop keyboard controls, logic for item power-ups, score, multi camera angles, ball split after N hits, game intro, etc. Backgrounds made in copernicus.