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Houdini – Building Generation

Posted in tutorials on October 13th, 2010 by Georges

This is my second video course of the series of Houdini tutorials, in which I will be talking about city generation. In this video I am going to teach you how to create a PROCEDURAL CUSTOMIZABLE building.

Introduction
Buying expensive software to generate cities? Well now you can create buildings right inside of Houdini. Do this interactively and customize the buildings via Assets for new and unique structures. This video will teach you how to create a PROCEDURAL and CUSTOMIZABLE building. Not only you will have the option to change the pre-existing set of parameters, but most importantly you can yourself create, remove or modify the assets which are the actual bricks that constitute the building, ranging from doors to balconies to anything you can think of, they will be directly taken into account and parameters automatically created for them, So that you will be able to modify the general building parameters and the parameters for YOUR assets as well, to customize even more the result you have. You can even build asset libraries and with a few clicks switch from one library to another to get a whole new result. If you’re going to be in this industry…this is the video that you want in your library.

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Houdini – Regional Procedural City Skeletons

Posted in tutorials on May 10th, 2010 by Georges


This is my first in a series of Houdini tutorials, in which I will be talking about city generation. In this video we are going to be Generating Regional Procedural City Skeletons using Real GPS Data.
Generating cities or street level data previously would take weeks or months and a team of artists, with this method and based on real life data, one artist will be able to generate realistic city skeletons in a very short time.

You need Flash player 8+ and JavaScript enabled to view this video.

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Houdini – Empowering Digital Assets with PYTHON

Posted in tutorials on January 27th, 2010 by Georges

Empowering Digital Assets with Python

This is my latest Houdini tutorial, in collaboration with cmiVFX. As the title says, in this video I talk about python in Houdini in general and about taking the digital assets to a next level by empowering them with Python. the example I will be working on is a Rubik’s cube rig, a fully functional animatable rig. The Rubik’s cube rig subject has made its way many times into forums, and many competitions were made about it, so after doing my Rubik’s rig for Maya here’s an explained Houdini version, so it’s a very nice brick to add to your video tutorials library!

click on the cmiVFX logo to visit the product page for more details and how to buy.

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Houdini – Introduction to Subsurface Scattering

Posted in tutorials on October 24th, 2009 by Georges

Here is a new Houdini tutorial of mine, in collaboration with cmiVFX. In this video I tackle Subsurface Scattering in Houdini using Mantra. I cover many subjects like Attenuation, Simple, Single and Multiple scattering and more.

The example we will build is the ‘Juice Cup’ scene, so we will create the light setup, the materials, some from scratch, and others based on Houdini’s built in ones … etc.

Click on the thumbnail to see the result of the render at the end of the tutorial, or on the cmiVFX logo to visit the product page for more details and how to buy.

Juice CupcmiVFX

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Houdini – Refractive materials and Caustics

Posted in tutorials on September 17th, 2009 by Georges

This is my new Houdini tutorial, in collaboration with cmiVFX. It’s about Refractive materials and Caustics in Houdini using Mantra. In this video I cover many subjects like scene setup, materials, photons and more.

As long as we advance through the tutorial we will build, step by step, the ‘water glass’ scene.

Click on the thumbnail to see the result of the render at the end of the tutorial, or on the cmiVFX logo to visit the product page for more details and how to buy.

water GlasscmiVFX

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