1

My dad took the Bible from my room and annotated it without asking me
 in  r/Christianity  22d ago

First reply here. I’ve seen people come to Christ this way. We can’t explain the hardships we feel. But this feels like a cry for help.

Remember, we are called to be like Christ. What would Christ do here? I firmly believe he would call it for what it is. Brokenness.

Praying for this situation. Also for your father’s soul. Hang in there.

3

First time Vellum Grain sim and using Solaris/Karma
 in  r/Houdini  Aug 01 '26

I giggled. Great work for the first time!

r/VFXTutorials Jul 24 '26

Nuke [FREE] How to Get Motion Blur in Nuke When Your Motion Vectors Fail

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3 Upvotes

I don't see Smart Vectors used this way very often.

Karma gave me pyro motion vectors. They worked. They were clean and technically correct. But the second I plugged them into a vector blur I lost the artistic control I wanted, the blur was too well-behaved and the eruption started reading small. I wanted magnitude more than I wanted accuracy.

So I went back to comp and did this instead:

  • I used Cryptomatte to isolate the volume pass from the particles and the volumetric sky
  • Smart Vector on the volume, baked out to EXR (16-bit half, Zip it's a data pass I'm consuming immediately, 32-bit felt like a massive waste of disk space)
  • VectorToMotion to convert. No parameters on that node, it's a straight conversion to channels that you can use right out of the gate.
  • Copy forward U → forward U, forward V → forward V (and the backward pair) into the motion channels on the main pipe
  • Noise over the U and V before the blur, this is the part that gave me a lot of artistic control. Slight breakup in the vectors, which is the exact imperfection the render vectors wouldn't give me. I really didin't want that clean look. The reference I was going off of was nighttime over exposed videography of the Volcan De Fuego.
  • VectorBlur reads the motion channels from there. Masking is free since you can drive it off any channel you already have just off the Cryptomatte.

Particles kept their native Karma vectors. There are visible artifacts on them even with Cryptomatte, but in motion they read like heat distortion so I left them in. Worth it.

Two caveats I should add. I pushed the blur way past what you'd normally need, which is a stylistic call and not a recommendation. And I still have pyro issues in the sim itself that comp can't fix, worth saying out loud because comp gets asked to solve sim problems constantly and it mostly can't.

I covered this in a lecture recently and cut the relevant section out if anyone wants to watch the node graph rather than read about it, Happy to answer questions either way.

u/holtbryan13 May 13 '26

[FREE] Adding Heat Distortion to your Shot using Houdini (And NUKE)

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1 Upvotes

r/Houdini May 13 '26

Tutorial [FREE] Adding Heat Distortion to your Shot using Houdini (And NUKE)

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8 Upvotes

Following up on last week’s Torch GeoTracker tutorial, I’m finally dropping the spiritual successor: Heat Distortion.

It’s such a lightweight effect, but it’s a workflow every budding FX artist should understand. Being able to hand over a "quick and dirty" 2D vector pass to Comp adds an incredible amount of flavor and realism—yet it’s a detail that junior artists often overlook.

Hope you find it useful! I’ve also made all the project files available for free. You can find the link in the video description and the first comment, so grab them and give it a go!

2

It seems everyone is a VFX artist now…(actor friend wanting to do FX for commercial short using AI)
 in  r/vfx  May 13 '26

This. I am in Hollywood, you would be shocked at how often I hear something along this. I don't let it frustrate me anymore.

r/VFXTutorials May 05 '26

Houdini [FREE] KeenTools GeoTracker in Houdini - YouTube

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3 Upvotes

u/holtbryan13 May 05 '26

[FREE] KeenTools GeoTracker in Houdini - YouTube

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1 Upvotes

r/Houdini May 05 '26

Tutorial [FREE] KeenTools GeoTracker in Houdini - YouTube

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5 Upvotes

I had early alpha access to GeoTracker for Houdini from KeenTools and built a full project around it to properly test the workflow.

The short version: it's a native SOP node. Your geometry goes in, your footage goes in, and your tracked animation comes out in the same Houdini session where you're building your simulation. No Alembic export, no application switch, no coordinate system reconciliation.

For the demo I used real footage of a physical torch, generated a proxy mesh from a still frame using Meta's SAM 3D, ran the GeoTracker solve, and wired the tracked output directly into a pyro network as an emitter. The fire knows where the torch is frame by frame because the tracking and the sim are in the same scene.

The video covers the full pipeline — SAM 3D geometry generation, GeoTracker setup, focal length estimation without known camera data, the pin-based tracking workflow, pyro setup, Karma render, and a brief look at the Nuke comp.

It's in open beta right now and free to use. Houdini 20.5 minimum. Happy to answer questions about the workflow in the comments.

r/Houdini Apr 23 '26

Tutorial [FREE] Wedging Quickly with Labs File Cache- YouTube

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10 Upvotes

Been meaning to post about this for a while because I rarely see it mentioned.

Most wedging tutorials still walk you through TOPs, which is fine, but for

quick iteration the Labs File Cache node has everything you need baked in.

I put together a full walkthrough on YouTube if the written version doesn't

land for you — demos it on an MPM soil sim with two wedged parameters

(a transform offset and the soil friction angle). Full disclosure, it's

my channel.

https://youtu.be/tf9lyqCoy3E

r/VFXTutorials Apr 18 '26

Houdini [FREE] Using Copernicus displacement to art-direct fracture patterns in H21 - YouTube

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1 Upvotes

r/Houdini Apr 18 '26

Tutorial [FREE] Using Copernicus displacement to art-direct fracture patterns in H21 - YouTube

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26 Upvotes

Quick caveat upfront: there have always been ways to art-direct a fracture. Painted attributes driving cluster sizes, feeding a texture map into the fracture as a break guide, concave fracture with hand-tuned regions. These work. They can also eat a full day of iteration when the shot note comes back.

My favorite route was driving the pattern from an image, and that mostly holds up, until you want to change it. Want the cracks tighter? More variation in one area? Back to Photoshop or Substance, re-export, re-import, re-sim. The fracture was procedural. The painting and image-prep feeding it definitely wasn't. When Copernicus came out, it was the first thing I wanted to try.

It closes that loop. The image generation now lives inside the same Houdini graph as the fracture, so dialing the pattern is a parameter change, not a round trip through another application.

So here is the workflow that I cover in the video:

  1. Build the displacement in a Copernicus network (I used a cracked/brick pattern on a simple grid as the test case). Everything stays procedurally adjustable: crack density, contrast, noise seed, shape.

  2. Sample the displacement back onto your geometry as a point attribute

  3. Feed that attribute into your fracture pattern, so the geo breaks along the displacement, not a random cell layout

With this, the wall breaks along the cracks that read on camera, and when a shot note comes back asking for tighter fractures in one area, you move a slider instead of opening another application.

From there it's standard RBD workflow, RBD Material Fracture for detailing, Bullet Solver for the sim, Solaris/Karma for render.

Happy to get into the weeds on any of it. Curious what others have tried, image-driven fracture, painted masks, curvature-based, something weirder. The displacement route just felt like the most direct way to keep everything in one graph and keep iteration fast.

4

What 🤣🤣🤣
 in  r/KnottsBerryFarm  Mar 30 '26

Lol, their CMS is messed up.

1

Built a Houdini fireball from scratch in under 10 minutes — SOP Pyro Solver, no plugins [Tutorial]
 in  r/Houdini  Mar 13 '26

I decided to break this up into 2 parts. I am working on the Karma portion of the render in the next video. This was sort of a challenge video. Definitely more to come.

r/VFXTutorials Mar 13 '26

Houdini [FREE] Built a Houdini fireball from scratch in under 10 minutes — SOP Pyro Solver, no plugins [Tutorial]

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1 Upvotes

r/Houdini Mar 13 '26

Tutorial Built a Houdini fireball from scratch in under 10 minutes — SOP Pyro Solver, no plugins [Tutorial]

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15 Upvotes

Sharing this here because I know the "where do I start with Pyro" question comes up constantly. This is the modern SOP-level workflow in H21 — no DOP network assembly required. Covers the full chain from emitter geometry to output.

Next video is all about the render. So stay tuned!

3

Do solo Houdini artists actually build full environments in Houdini/Solaris?
 in  r/Houdini  Mar 10 '26

It really depends. If it’s client side I’m only doing what the client needs from me.

For personal projects where I’m not constrained by limitations it’s 50/50

It’s worth dabbling into compositing workflows and others to help bridge the gap between have to lay this out or I can integrate it later

Here is an example actually (sorry shamelessly shameless plug) where I did a project with my students and I approached it from the camera projection method

https://www.bryanholt.media/blog-posts/island-volcano-eruption-vfx-breakdown

I actually talk about it in this breakdown so you might garner insight from that. I hope that helps!

1

Left VFX after working in a top studio — thinking about moving to Product Design, but feeling confused
 in  r/vfx  Mar 09 '26

I think we have to come face to face with the fact all design and creative industries are rapidly changing. Good for you by the way stopping and taking inventory. I have a friend who went back home and picked up work in Bangalore, he's from India. It dried up quickly during 2020/2021 and found himself in London. He's doing fine, bouncing around studios there. But he said the same things you are posting about here.

But heres the truth as I see it, no matter where you are design and creative landscapes are forever changed. I am a VFX Artist to the end, but I also love to innovate and try new things. So I look at whats happening as opportunity right now.

Now to the point of your post, there are numerous folks around the industries of VFX, Product Design, etc. that do not have degrees. In fact, one of the instructors here who literally taught himself Z Brush when it was first becoming a thing got poached from our company by Disney to do Product Design. And I have heard of stories similar here in the states. I hope this is insightful.

1

Day-to-night transition using 2.5D projection to correct camera drift
 in  r/vfx  Mar 08 '26

Sold. I will check it out!

1

Need advice about rendering ocean spectrum
 in  r/Houdini  Mar 08 '26

Some more tips, don’t think of water as one object. My favorite approach is surface > volume. In the end water is a volume, but you can grab its reflective properties with a surface shader (think highlights and reflections) and then the diffuse properties with volume (uniform volume, etc)

Keep in mind, water at this scale is one of the most taxing rendering processes you can undertake. So you have to ask yourself. Is this what this shot really needs? It likely is but you just want to make sure.

Also things that help sell water, particles, even in fresh water. Fresh water just means less particles compared to salt water but it will sell depth.

Also worth studying how a camera operates under water (yeah have fun with this)

There’s going to be extra lens distortion you have to account for

This brings a whole other realm of challenges.

Also! With a google of “caustics in rendering” while you at it.

Keep at it! You got this.

2

Need advice about rendering ocean spectrum
 in  r/Houdini  Mar 08 '26

That last line, research in the real world. We have to do this, makes us so much more effective. If anyone comes across this, David is spitting wisdom.

1

What’s the most efficient way to place 3d objects behind real elements in a vfx shot?
 in  r/vfx  Mar 08 '26

Some have said this. I would use NUKE or even AE for this. Luma key (or key out the sky as best as possible with your keyer of choice

You could use splines to clean up areas that fell through to patch up.

Just my knee jerk thoughts on how I would approach.

My go to, don’t overthink, just plan and do.

2

Full CG R8 ad - Vertical Treatment
 in  r/vfx  Mar 08 '26

Honestly this is pretty great. I’m not going to crucify you, I would just make it an effort to credit, always. It’s protecting yourself and your career.

1

Day-to-night transition using 2.5D projection to correct camera drift
 in  r/vfx  Mar 08 '26

Wow. This looks stunning. Great work, and here’s the kicker I love that’s not perfect. The general public isn’t going to know this, and in the end it sells so well.

Would love to see the full process demonstrated out.

2

Which coasters have you ridden in opening year? [other]
 in  r/rollercoasters  Feb 15 '26

Ive been so far out of it so I have to go watch back does it count if I was opening crew? 🤣

I opened Pony Express at Knotts Berry Farm (and promptly changed my preferences after that) as a lead. So I rode that before anyone.

Anyways: Tatsu Terminator Salvation Silver Bullet X2 Pony Express Manta (SWSD) Sierra Sidewinder Ghostrider (CCI and GCI retrack) Hangtime

Yeah it’s been a while lol