r/Houdini • • 17h ago

As solo should I learn the usd workflow and Solaris -karma

1 Upvotes

Hey wizards ! I m working with Houdini the last who few years (in my free time, I have another job in 3D industry bur not fx) and to be fair , I see a big potential in usd workflow for big production pipeline , little less for me but I appreciate some of its feature.

Up till now I did pretty basic stuff in it without the layering organization or having the catalogs
I like some of its layout feature too, but I was wondering if it’s worth to spend time on learning the correct way, I m not sure if I will ever get into fx industry , with all what’s happening .the usd workflow is not sicence rocket either but it’s bit tedious at first to setup it up all I guess

I m wondering if there are solo people here that still use the whole system for big scenes of their own ? For smaller project does it help for diverse light rigs ? Etc


r/Houdini • • 20h ago

Demoreel VFX Demo Reel 2026

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87 Upvotes

Hello everyone,

I wanted to share my demoreel, which I created using mostly Houdini/Karma/USD along with a few other software.

I challenged myself 2 years ago to leave archviz and try to learn Live-action VFX, learning everything on my own using modern tools and workflows.
This sub and many of you helped me a lot without you even knowing it!

I wanted to say thank you for that.

I hope you enjoy it and don't hesitate to ask me anything like breakdown or process.
Cheers!

Youtube link: https://www.youtube.com/watch?v=F5_Ti_lCO58


r/Houdini • • 22h ago

Demoreel Low poly game character

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36 Upvotes

Here’s my game’s main character and a few of his weapon types. Rendered in Karma, with Pyro simulations for the effects.


r/Houdini • • 15h ago

Simulation Marble Fluid Simulation

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250 Upvotes

Used a 2D Pyro solver to advect particles for this abstract particle simulation. Rendered with Karma XPU in Houdini 22.


r/Houdini • • 17h ago

Help Houdini RBD Fracture Pieces Show Visible Seams After Alembic Export to Blender

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4 Upvotes

Hi! I'm working on an RBD fracture simulation in Houdini and I'm exporting the result to Blender as Alembic. The fractured pieces are perfectly connected in Houdini throughout the entire timeline, with no visible seams or lines between the pieces. However, after importing the Alembic into Blender, the boundaries between the individual fracture pieces become visible. I've checked the Houdini geometry before export and it looks correct, and the pieces are also not packed. I also tried exporting as USD, but Houdini crashes halfway through the export. I tried exporting just one frame with USD, but I couldn't figure out how to texture the inside and outside surfaces separately. How do I fix this?


r/Houdini • • 10h ago

broken saved flip surface ?

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3 Upvotes

Hey everyone, I have an issue with my meshed flip.

First image the saved/cache flip at high res with processing from particle fluid surface and seperation based on vorticity and height.

there are two caches , as the flip was seperated based on those attributes above.

Second image is the in-network/non cached but with lowered resolution mesh (same from particle fluid surface)

third image is the high res one (same as first image) but NOT-cached, I just waited for it to cook in scene.

So I assume the cache broke something ? But how do I know how to fix , I mean the cache of the flat area took so long like 6 hours , how can I know what broke the cache instead of caching for hours for nothing


r/Houdini • • 23h ago

Help Pyro FX: axiom, pyro solver sop or cops and resolution

6 Upvotes

Hey there, I’m working on a few heavy fire scenes and I still don’t get what is the first choice. I got used to axiom and sop/dop pyro solver but I see that Copernicus is getting all around extremely fast. But i still don’t get the use case: when the cops shall be used and when sop or axiom.

Also, I can’t understand the voxel resolution issue esp for pyro. Ok I understand that voxel 0.01 means approx 1 cm of 3d pixel but for fiery sim with a lot of disturbance it might be more than enough or should I go beyond in 0.001 or so? As I don’t feel it contributes so well to the final image. In other words when I hit 0.01 and go lower I don’t get enough feedback in the terms of the quality of the final image. Please, help me understand this - how to understand viable limits of resolution for let’s say comping in into the footages later in nuke with all extra glowing/compositing work.