VFX Made Easy with Houdini - Alasgar Hasanov - E-Book

VFX Made Easy with Houdini E-Book

Alasgar Hasanov

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Beschreibung

Unlock Houdini’s procedural power to create dynamic simulations and cinematic renders with expert guidance from Alasgar Hasanov, a VFX artist with more than a decade of experience crafting CGI and visual effects for films, television, and commercials.
In this comprehensive guide, he demonstrates easy workflows for complex effects, teaches you how to think procedurally, and makes learning Houdini both fun and rewarding. Through step-by-step tutorials, real-world examples, and insider tips, you’ll master Houdini’s renowned node-based workflow. You’ll also learn how to control procedural forces to simulate natural phenomena and produce compelling, visually striking renders, giving you the tools to bring your creative visions to life.
This book provides a solid foundation in Houdini FX fundamentals for beginners, while also helping more experienced artists push the boundaries of innovation. It is designed to be an indispensable companion on your journey to building a strong foundation for future growth as a Houdini artist.
By the end of the book, you will be comfortable creating procedural setups, running simulations, and rendering your own creative effects in Houdini.

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Veröffentlichungsjahr: 2025

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VFX Made Easy with Houdini

A mesmerizing journey into procedural modeling, simulations, visual effects, and rendering

Alasgar Hasanov

VFX Made Easy with Houdini

Copyright © 2025 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

Portfolio Director: Rohit Rajkumar

Relationship Lead: Neha Pande

Program Manager: Sandeep Tadge

Content Engineer: Shreya Sarkar

Technical Editor: Tejas Mhasvekar

Copy Editor: Safis Editing

Indexer: Rekha Nair

Proofreader: Shreya Sarkar

Production Designer: Shantanu Zagade

Growth Lead: Lee Booth

First published: September 2025

Production reference: 1290825

Published by Packt Publishing Ltd.

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Birmingham

B3 1RB, UK.

ISBN 978-1-83588-290-0

www.packtpub.com

Foreword

When I first started my career in animation and VFX nearly 35 years ago—long before founding Jellyfish Pictures—I remember the excitement of learning new 3D software. Every time a new version of Softimage was released, we eagerly anticipated the tools and advances, often helping to shape and implement them. With each release came the challenge of mastering new features so that our creativity could flourish. A book like VFX Made Easy with Houdini would have been priceless to us then.

My journey led to setting up Jellyfish Pictures in 2001, and that same spirit of curiosity and innovation has stayed with me ever since. In the early days, Softimage laid the foundation of our CG pipeline. As the industry evolved, we moved through XSI and Maya, eventually adopting a combination of Maya and Houdini. This evolution reflected our commitment to pushing creative boundaries and delivering exceptional work. Houdini, with its procedural approach, played a big role. Suddenly, we could create effects and simulations with a speed and flexibility that had previously been out of reach.

VFX Made Easy with Houdini is a celebration of that power and versatility. Alasgar Hasanov brings to this book more than a decade of high-end production experience and years of teaching and mentoring. His ability to demystify complex workflows and break them into clear, digestible steps makes this an invaluable resource for artists at every level. From procedural modelling and workflows to dynamic simulations and rendering in Karma, Alasgar guides readers with a structured, practical approach that steadily builds confidence.

At Jellyfish, I could see how Houdini’s procedural mindset can transform workflows, helping artists iterate faster, tackle challenges with flexibility, and allowing creativity to be predominant. This book captures that same journey, beginning with the fundamentals and advancing to intricate effects like pyro simulations, water dynamics, and disintegration, giving the reader confidence to create demanding and complex effects.

Whether you are just starting out in Houdini or looking to refine your craft, this book will be an invaluable companion. It is more than a guide—it is an invitation to explore, to experiment, and to create. With it, you will be able to unlock Houdini’s full potential and have the ability to take your artistry to new heights. The very thing that drew me into the VFX world many years ago.

Philip Dobree,

Founder of Jellyfish Pictures and Creative Entrepreneur and Consultant to the Animation and VFX sector

Author’s Note

When I first discovered Houdini, I was struck by its unique mix of technical depth and artistic freedom. At first, it felt hard to learn, but soon I realized it was a tool of endless creativity, capable of solving problems and unlocking possibilities that no other software could match.

This book was written to show that learning Houdini can be easy, fun, and rewarding. My aim is to remove some of the mystery and help readers gain confidence by breaking down core concepts into approachable lessons. With a solid foundation, I believe anyone can find joy in exploring Houdini and applying it to their own creative projects.

The examples and techniques shared here come from both production experience and years of teaching, distilled into practical workflows that can be adapted across many contexts. Whether you are new to visual effects or looking to expand your skills, Houdini has something valuable to offer.

I invite you to experiment, explore, and most importantly, enjoy the process of learning Houdini.

Contributors

About the author

Alasgar Hasanov is a CG and VFX artist with over a decade of professional experience, specializing in complex dynamics simulations created entirely in Houdini. His work spans a wide range of effects, including large- and small-scale water simulations, advanced pyro FX, abstract particle systems, and both rigid and soft body dynamics. While FX remains his primary focus, Alasgar brings a broad, multidisciplinary skill set that includes modeling, look development, rendering, and compositing, enabling him to contribute effectively to multiple stages of the production process.

His work has been featured in major feature films such as Doctor Strange, Thor, Ant-Man, Ms. Marvel, X-Men: Dark Phoenix, It Chapter Two, Bad Boys for Life, and Snake Eyes (G.I. Joe). He has also contributed to acclaimed television series, including Game of Thrones, American Gods, The Boys, Vikings: Valhalla, and Jupiter’s Legacy. Beyond film and television, Alasgar has created high-end FX and look development for global brands such as Nike, Dolby Digital, and Proline, among many others.

In addition to his production work, Alasgar has been actively involved in education, serving as a professor, program supervisor, and lead at Think Tank Training Centre, Technicolor Academy, and Humber College. He has also developed professional courses for Gnomon Workshop.

With a passion for pushing technical and artistic boundaries, Alasgar continues to blend creativity with precision, delivering cinematic, high-quality visual effects that bring stories and worlds to life for global audiences.

Writing this book has been both an exciting challenge and a rewarding journey, and it would not have been possible without the support of so many people. I am grateful to the SideFX team for creating Houdini and continually pushing the boundaries of procedural workflows, and to my colleagues, mentors, and students whose insights helped shape this work. I owe deep thanks to my family and friends for their patience and encouragement throughout the process, and to the Houdini community for their creativity, curiosity, and passion that continues to inspire me every day.

About the reviewers

Matthias Villemont is a senior Houdini FX artist and technical director from Reunion Island with extensive experience in visual effects for film, television, and high-end advertising. Amongst the numerous studios he has collaborated with are MPC, Trixter, and UPP. He has also worked on major international productions across Canada and Europe. He specializes in advanced and complex simulations, pipeline integration, and custom FX tool development.

Passionate about procedural workflows, mentoring, and technical artistry, Matthias offers consulting services to studios looking to build robust, scalable, and efficient visual effects tailored to their unique production needs.

Thanks to the author, Alasgar Hasanov, for making technical FX topics accessible, and to Packt for the opportunity to contribute. It was a pleasure to help shape this valuable resource for aspiring Houdini artists!

Christopher Akpala is a senior VFX artist with expertise in simulation and procedural animation for live broadcasts, in-game visuals, and cinematics. He specializes in creating live augmented reality (AR) graphics, bringing dynamic effects to high-profile productions. At WWE, Christopher played a key role in the virtual graphics department, delivering pyro, particle, and fluid simulations in Houdini and Unreal Engine. His work contributed to projects that earned two gold and two silver Telly Awards in 2023. He currently focuses on freelance contracts while continuing to use Houdini and Unreal Engine in his daily workflows.

Contents

Preface

Part I: Learning the Fundamentals

Introducing Houdini

Getting the most out of this book – get to know your free benefits

Next-gen reader

Interactive AI assistant (beta)

DRM-free PDF or ePub version

Technical requirements

Exploring the Houdini UI

Navigating the viewport

Customizing the UI

Setting up the folder structure

Understanding Houdini contexts

Context hierarchy

Geometry containers

Diving into node networks

Adding nodes

Understanding node display flags

Exploring the mountain node

Modifying the mountain node

Attribute Names

Shaping the sphere with noise settings

Adding color

Using code expressions to create and adjust attributes

Motion retiming

Creating viewport flipbooks

Lighting and rendering

Adding lights and cameras

Increasing realism with volumetric fog

Adding render engine and fine-tuning settings

Summary

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Demystifying Procedural Modeling

Technical requirements

Modeling with custom-drawn curve tools

Converting 2D profiles to 3D geometry using the Revolve node

Creating other architectural elements

Advanced techniques and tips

Exploring procedural groups and poly modeling tools

Aligning 3D objects and elements together

Utilizing subnetworks of nodes

Creating custom parameters

Modeling using Copy node tools

Creating a correct orientation vector

Creating the roof base and roof dome

Adding finer details to the roof dome

Adding the side railings

Using Boolean tools for extra detailing and cutting holes

Organic modeling using volume tools

Increasing the voxel resolution and adding details

Rendering and presenting your model

Enhancing rock details with subdivision and noise

Importing the assets into Solaris (stage context)

Adding a camera and lighting

Applying simple materials

Assigning materials with the Material Linker

Rendering the final image

Summary

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Part II: Heart of Houdini: FX Simulations

Unleashing the Power of Particles

Technical requirements

Setting up the project

Creating efficient emitters

Adding layers of noise

Adding variation in emission areas

Animating emission parameters

Adding initial velocity

Previewing velocity attribute in the viewport

Adding noise to the initial velocity

Diving into Dynamics Operator (DOP) and Particle Operator (POP) networks

DOP network

The POP network

Adjusting the emission with custom attributes

Controlling particle simulation settings

Adjusting birth and simulation settings for the portal

Combining forces and physical attributes

Spinning with POP Axis Force

Adding turbulent curl noise forces

Introducing air resistance with POP Drag

Unlocking particle properties and attributes

Merging collision objects

Particle caching and manipulation of attributes

Optimizing simulation output and attributes

Caching geometry data to the disc

Using the File Cache node

Creating extra attributes for rendering

Shading and rendering particle effects

Setting up Solaris for quick render tests

Shading and adding materials

Assigning materials

Inspecting the Karma render settings

Rendering images to the disc

Summary

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Igniting Pyro Effects

Technical requirements

Volumes, VDBs, and Pyro FX workflow theory

Standard volumes

Volumetric Data Blocks (VDBs)

Advantages of using VDBs in Pyro FX

Conversion between volumes and VDBs

Relation of volumes and VDBs to Pyro FX in Houdini

SOP-based Pyro FX workflow in Houdini

Setting up the source

Utilizing the Pyro Solver (SOP)

Shaping and refinement

Visualization and rendering prep

Caching simulation data

Lighting and shading

Rendering

Importing a custom 3D asset

Creating a universal geometry source for smoke and fire

Converting geo into a pyro source and adding core pyro simulation attributes

Noising up the pyro source

Creating pyro volumetric fields from attributes

Learning the new Pyro Solver workflows and simulation settings

Adjusting the initial simulation setup settings

Adjusting the sourcing parameters

Adding air disturbance to the smoke

Adding burn and fire to the pyro simulation

Sculpting smoke and flames with pyro forces and parameters

Preparing the pyro simulation for output and caching

Lighting and rendering a realistic fire with smoke

Setting up the look of the fire

Setting up the lighting

Adjusting the render settings

Summary

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Breaking through Rigid Body Dynamics

Technical requirements

Setting up the project

Preparing 3D geometry for fracturing and rigid body simulation

Exploring the Rigid Body Dynamics (RBD) Material Fracture node

Adding a unique fracture namespace

Exploring primary fracture settings

Adjusting initial constraint settings

Adding pre-simulation transformations, groups, and other attributes

Adjusting RBD attributes before the simulation

Adding an RBD Bullet Solver

Creating more advanced multi-material fractures and simulations

Creating additional constraints with extra properties

Shattering the glass material

Adding a metallic wrecking ball for destruction

Merging multiple RBD objects and setting multi-material properties

RBD simulation caching and output

Summary

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Diving into Water FX

Technical requirements

FLIP fluid dynamics explained

FLIP fluids sourcing methods

Guiding the motion of FLIP fluids

Adding particle-based forces

Adding collision objects

Exploring FLIP Solver simulation settings

Adding fluid-specific simulation attributes

Simulating a big splash on the character

Adding a high-velocity source

Adding a character collider

Adding and setting up the FLIP Solver node

FLIP fluid optimization and caching

Liquid meshing workflows

Understanding the concepts and workflow of liquid meshing

Particle data to mesh conversion

Primary node – Particle Fluid Surface

Key parameters of Particle Fluid Surface

Surface Smoothing and noise reduction

Attribute transfer

Mesh optimization

Handling thin sheets and drops

Blending and refining the mesh

Exporting and rendering

Converting Packed Particle Data into a Polygonal Mesh

Workflow tips and tricks

Applying the Average Position method

Liquid mesh lighting and rendering

Creating material presets

Tweaking Karma render settings to achieve more realism

Summary

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Effects Case Study: Disintegration FX

Technical requirements

Effect breakdown and workflow plan

Preparing the geometry for disintegration

Integrating easy methods for geometry erosion

Animating the disintegration mask

Adding more details to the mask

Adding attributes for disintegration source

Sourcing dissolving particles and adjusting simulation

Adding a custom collider to the particle simulation

Adding extra procedural layers

Disintegration effect lighting and rendering

Summary

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Effects Case Study: Explosion FX

Technical requirements

Pyro Burst Source tools for explosion elements

Creating a simple explosion using Pyro Burst tools

Adjusting the explosion source

Adjusting the Pyro Solver node

Changing the explosion behavior

Improving the look of pyro explosions

Sourcing additional explosion layers

Adjusting the animation and expansion of the shockwave source

Hero explosion build walk-through

Exploring the main explosion build

Exploring the hero shockwave layers

Explosion layers caching, optimization, and output

Explosion elements shading and rendering

Summary

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Part III: Creating VFX Ready Projects

The Big Finale: Part 1

Technical requirements

Fracturing and preparation for destruction

Big crater destruction

Secondary destruction elements

Summary

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The Big Finale: Part 2

Technical requirements

Creating pyroclastic crater plumes

Adding fiery pyro debris trails

Simulating splashing lava bursts

Meshing lava fluid simulation

Summary

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The Big Finale: Part 3

Technical requirements

Preparing geometry elements for rendering

Importing everything into Solaris

Setting up lights and cameras

Creating materials for different elements

Configuring render settings and AOVs

Compositing all the layers together

Summary

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Best Practices for Houdini Artists

Technical requirements

Setting up an organized workspace

Using Houdini’s project structure

Clear naming conventions inside Houdini

Keeping the node network clean and readable

Use colors and shapes

Group with network boxes

Leave notes and visual cues

Optimizing procedural FX workflows

Emitters and FX element setup

Particle effects (POP FX)

Pyro FX (smoke and fire)

Destruction FX (RBD)

Small-scale water FX (FLIP)

Procedural FX and attribute-driven workflows

Cache optimization and data cleanup

Shading, lighting, and rendering in Solaris (Karma)

Best practices for creating a demo reel

Summary

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Unlock Your Book’s Exclusive Benefits

How to unlock these benefits in three easy steps

Step 1

Step 2

Step 3

Need help?

Other Books You May Enjoy

Index

Landmarks

Cover

Index

Preface

Houdini is widely recognized as one of the most versatile tools for creating digital content. From visual effects and animation to games, design, and visualization, it offers unmatched flexibility for artists and technical creators. Yet many learners struggle with where to begin and how to turn its procedural, node-based approach into practical results. VFX Made Easy with Houdini was written to provide a clear and structured path, showing that learning Houdini can be straightforward, creative, fun, and rewarding.

The book’s content spans Houdini’s most essential areas, starting with procedural modeling and workflow fundamentals before moving into particles, pyro, rigid and soft body dynamics, and fluid simulations. It then introduces shading, lighting, and rendering with Karma, alongside workflow efficiency techniques, project organization, and professional best practices. Each topic is presented at a level that builds both technical understanding and creative confidence.

VFX Made Easy with Houdini follows a hands-on, project-based approach. Each chapter includes step-by-step instructions, illustrated guides, and practical exercises that gradually increase in complexity. Insights and tips drawn from years of production and teaching experience help explain not only how to achieve results but also why certain approaches are effective. The learning journey culminates in a large-scale project that combines multiple disciplines into a cinematic volcanic eruption.

By the end of this book, you will be equipped with a strong foundation in Houdini and the ability to create a wide variety of effects and procedural setups. Whether your goal is to design simulations, develop interactive content, or explore procedural art, you will gain both the practical skills and the inspiration to continue building your own projects with confidence.

Who this book is for

This book is written for beginner Houdini users who want to strengthen their understanding of visual effects and procedural workflows. It is also well suited for FX artists, lighting artists, compositors, motion designers, 3D animators, and game artists who wish to integrate Houdini into their creative pipeline. A basic familiarity with 3D content creation tools is recommended, but no prior experience with Houdini is required.

What this book covers

Chapter 1, Introducing Houdini, introduces the interface, navigation tools, and node-based workflow fundamentals.

Chapter 2, Demystifying Procedural Modeling, explains proceduralism, creating flexible assets, and organizing networks.

Chapter 3, Unleashing the Power of Particles, covers particle emitters, forces, and configuring simulation settings.

Chapter 4, Igniting Pyro Effects, teaches how to create smoke, fire, and explosions using Houdini’s Pyro FX tools.

Chapter 5, Breaking through Rigid Body Dynamics, focuses on fracturing models, RBD simulations, and secondary details.

Chapter 6, Diving into Water FX, explores fluid simulations, water surfaces, splashes, and interaction.

Chapter 7, Effects Case Study: Disintegration FX, shows how to build a stylized disintegration effect using particles.

Chapter 8, Effects Case Study: Explosion FX, demonstrates fast, art-directable methods for creating cinematic explosions.

Chapter 9, The Big Finale: Part 1, begins a large-scale project, with part one focusing on layout and sourcing.

Chapter 10, The Big Finale: Part 2, continues the project with pyro simulations, layering, and scale control.

Chapter 11, The Big Finale: Part 3, completes the project with debris, shading, lighting, and rendering.

Chapter 12, Best Practices for Houdini Artists, reviews workflows, optimization, and tips for working efficiently in production.

To get the most out of this book

To follow along successfully, you should have a basic understanding of 3D concepts, such as geometry, materials, and animation. Prior Houdini experience is not essential, but familiarity with other digital content creation tools will help you progress more quickly.

Additional knowledge in rendering, compositing, or scripting may be beneficial but is not required.

Software/hardware requirements

To follow along with the projects in this book, you’ll need the following setup:

Software/hardware covered in the book

Operating system requirements

Houdini version 20 or later

A Windows, macOS, or Linux machine capable of running Houdini FX

SideFX Labs (installed with Houdini)

Sufficient RAM and GPU resources for simulations and rendering

You can download Houdini from the official website at https://www.sidefx.com/download/.

I recommend working through each chapter step by step and taking time to experiment with variations. Whenever possible, type parameters manually instead of copy-pasting to reinforce learning. Use the provided project files and resources, and explore additional documentation and the GitHub repository (link is available in the next section) for extended examples.

Note that the author acknowledges the use of cutting-edge AI, such as ChatGPT, with the sole aim of enhancing the language and clarity within the book, thereby ensuring a smooth reading experience for readers. It’s important to note that the content itself has been crafted by the author and edited by a professional publishing team.

Download the example project files

The project files for the book are hosted on GitHub at https://github.com/PacktPublishing/VFX-Made-Easy-with-Houdini.

We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing. Check them out!

Download the color images

We also provide a PDF file that has color images of the screenshots used in this book. Please note that the screenshots in this book are meant to show you the overall workflow and node layout, not every tiny parameter. Houdini’s interface is wide and detail-heavy, which makes print images hard to read.

To address this, we’ve included two resources: QR codes to view the chapter screenshots in better clarity and full Houdini project files via GitHub. By using the QR codes and files, you can inspect every node, parameter, and setting in Houdini—the best way to truly understand how the setups work.

You can download the PDF file here: https://packt.link/gbp/9781835882900.

Conventions used

There are a number of text conventions used throughout this book.

CodeInText: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and X (formerly Twitter) handles. For example: “Rename the newly created node from geo1 to particle_fx and double-click on the node to dive inside.”

A block of code is set as follows:

@v *= fit(@pscale, 0.0025, 0.0125, 0.1, 0.5);

Bold: Indicates a new term, an important word, or words that you see on the screen. For instance, words in menus or dialog boxes appear in the text like this. For example: “Add a POP Properties node after POP Drag and enable the Mass checkbox.”

Warnings or important notes appear like this.

Tips and tricks appear like this.

Get in touch

Feedback from our readers is always welcome.

General feedback: If you have questions about any aspect of this book or have any general feedback, please email us at [email protected] and mention the book’s title in the subject of your message.

Errata: Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you have found a mistake in this book, we would be grateful if you reported this to us. Please visit http://www.packt.com/submit-errata, click Submit Errata, and fill in the form.

Piracy: If you come across any illegal copies of our works in any form on the internet, we would be grateful if you would provide us with the location address or website name. Please contact us at [email protected] with a link to the material.

If you are interested in becoming an author: If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, please visit http://authors.packt.com/..

Share your thoughts

Once you’ve read VFX Made Easy with Houdini, First Edition, we’d love to hear your thoughts! Please click here to go straight to the Amazon review page for this book and share your feedback.

Your review is important to us and the tech community and will help us make sure we’re delivering excellent quality content.

Part 1

Learning the Fundamentals

Every journey in Houdini begins with mastering its unique environment and understanding how its procedural system works. This part introduces you to the user interface, the different contexts in which tasks are performed, and the node networks that define every workflow. You will also complete your first Houdini project: creating a fun procedural effect of colorful magical particles without using any simulation methods, alongside your first steps into lighting and rendering. These exercises will establish a foundation that carries across all future projects.

With these basics in place, the focus shifts to procedural modeling. You’ll start by creating shapes with curve tools, then refine them using groups, polygon modeling operations, and alignment tools. As your models grow more complex, you’ll learn how subnetworks streamline node organization, how duplication and variation are managed with Copy tools, and how Boolean and volume operations expand your creative possibilities. The section concludes by bringing your models into Solaris for rendering and presentation.

By the end of this part, you will have a strong grasp of Houdini’s core workspace and the principles of proceduralism, equipping you with the skills to build and present flexible, procedural assets.

This part has the following chapters:

Chapter 1, Introducing Houdini Chapter 2, Demystifying Procedural Modeling