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Skyler Liu

Intro to Houdini

2025

In this project, I delved into using Houdini, Karma, and Solaris for procedural visual-effects production, creating a realistic car animation with premade assets from WireWheelsClub.

Softwares
Assets Source

Houdini

Nuke

WireWheelsClub

sliu1_proj1_rndr_shot010_01_v001

01

Importing&Shading

Unify scale

To unify the scale, we import the model and adjust its size accordingly, as it may not match Houdini’s world scale. We use the Tommy node as a reference for proper dimensions before making the necessary adjustments.

Shading

For material setup, we use a Karma Material Builder to configure the texture maps. Since the material package is already included in the downloaded files, we place the textures for each component into the Material Builder following the appropriate structure, and then assign the completed materials to the corresponding parts of the model.

02

Rigging&Animation

In this stage of the process, we create a driving animation for the car. The primary tool used is the RBD Car Rig, which generates vehicle motion by simulating real-world driving mechanics. The rig provides controls for suspension, bounce, friction, and other physical behaviors, allowing for the production of convincingly realistic car animation. Before applying the rig, we separate the four wheels from the car body within the model. This step is necessary for the automatic rigging to function properly.

After the rig has been applied, we refine the animation by adjusting key parameters such as steering, braking, and speed. With careful timing and coordination of these controls, it becomes possible to achieve a highly natural and credible driving sequence.

My car animation

03

Mud Simulation 

After completing the animation, the next step is to simulate the ground surface. An experienced Houdini artist provided a pipeline designed to create a mud-simulation effect, and studying this setup allowed me to understand the fundamental workflow of running simulations in Houdini. It also gave me insight into how this artist structures and organizes their process within the software.

My mud simulation

04

Layout

At this stage, the environment requires the addition of small rocks and trees, while the ground’s uneven surface is generated using a noise pattern created through VEX code. The tree and rock models are pre-existing assets, which we distribute across the terrain by scattering them randomly yet evenly using points. Finally, an HDRI is applied to establish the lighting for the scene.

05

Breakdown

06

Final

sliu1_proj1_rndr_shot010_01_v001

© Skyler Sliu

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