In April, SideFX held hands-on Houdini training and conference talks in Breda, Netherlands. In collaboration with the Breda University of Applied Sciences, this paid conference featured highly experienced procedural experts covering topics such as world building, game prototyping, pipeline optimization and more.
HIVE PRESENTATIONS
INDUSTRY EXPERTS
Learn about procedural content creation or games from industry experts.
IGNITE WORKSHOP
PROJECT SKYLARK
Learn the fundamentals of tool-making with Houdini and Unreal Engine 5.
IGNITE WORKSHOP
PROJECT ELDERWOOD
Take a deep dive into Houdini to learn how to build advanced modelling Tools
HOUDINI HIVE
PRESENTATIONS
SCHEDULE | Recorded Presentations now Online where you see . The other videos will be posted as they come in.
Erwin Heyms & Oscar Cerro |
E-Houdini Academy / Fracture Labs
Paul Ambrosiussen & Moritz Schwind | Bismuth Consultancy B.V./Entagma
Paul Ambrosiussen & Joey Kowalewicz | Bismuth Consultancy & Applied Intuition
TUESDAY | PRESENTATIONS

Tuesday | April 22 | 2:45 PM CEST
Containerized Machine Learning-based Content Generation for Houdini
In this workshop Paul will walk you through building containerized setups suited for implementing Machine Learning workflows inside Houdini without breaking your PC! In this session you will learn the basics of Docker, and how it can be used in production. With that environment set up, Moritz will use the TRELLIS Image to 3D container to generate geometry which can be used and modified inside of Houdini.
Takeways | Attendees will learn the basics of Docker and how it can be used in production environments with Houdini. As an example, the TRELLIS Image to 3D ML model will be used.

Paul Ambrosiussen is a freelance Senior Technical Artist at Bismuth Consultancy, specializing in procedural content generation, pipeline development, and the use of machine learning in creative production. He works extensively with tools like Houdini and Unreal Engine to build scalable solutions for studios. Previously, he led tool and workflow development at SideFX Labs, collaborating with teams across games, film, and tech. Paul thrives on solving complex pipeline challenges, prototyping experimental workflows, and bridging the gap between artistry and technology through talks, workshops, and community-driven initiatives.

Moritz Schwind is gonna take part in it all - Be it pixels, hardware, code or cameras. And sometimes even reassemble it. In his spare time, he likes to dabble with code and create generative artwork. He claims his early exposure to QBasic is no help at all when working in Houdini, Blender, Processing or Arduino. But it might have been what started his fascination for the boundaries of code and art. When not wreaking havoc to any intriguing devices around him, he works as a freelance Technical and Art Director. His more recent areas of interest cover the use of scientific algorithms in generative design and the application of AI in creative fields
WEDNESDAY | PRESENTATIONS

Wednesday | April 23 | 2:45 PM CEST
Project Violet: Procedural Road Textures in Copernicus
In this session, we will take a look a the setup used in Project Violet to fully procedurally generate road texture tiles.
Takeaways | Attendees will get an introductions to some of the key techniques and features of Copernicus that allow for high fidelity textures without losing granular control.

Sam Taylor has over 10 years experience in the industry. He started his career at REALTIME working on a range of game trailers, cinematics, and advertising projects. A passion for technical problem solving and knowledge sharing led him to join the lecturing team at the University of Bolton to help establish the technical areas of their VFX and Animation degree course and bring Houdini into their pipeline. During his seven years at Bolton, he continued to work as a freelance Generalist, most often for Screenclay FX on some of their film and TV projects. His experience has seen him take on roles including Generalist, FX Artist, Cloth TD, Texture, Shader and Look Dev Artist, Lead 3D Artist, CG Supervisor, Environment Asset Build and Layout and 3D Asset Technical Build. Sam returned to REALTIME in the position of Head of Innovation & Development, where he is in charge of staff development and training, and exploring emerging technologies and techniques. He has also established REALTIME's junior training scheme (The Level Up Programme) to help new junior artists get their first job in the industry.

Wednesday | April 23 | 4:30 PM CEST
LLM-Powered Houdini Digital Assets
This hands-on workshop guides participants through creating their first LLM-powered Houdini Digital Asset (HDA). We'll start with the basics of setting up Ollama locally, then learn how to design and implement a practical tool that leverages large language models to enhance your Houdini workflow. Participants will learn how to efficiently pass parameters between Houdini and LLMs, avoid common pitfalls like context overload, and structure their tools for optimal results. The session culminates with an exciting demonstration of using vision models to analyze and refine Houdini-generated content, opening up new possibilities for iterative creation. Perfect for Houdini users looking to incorporate AI into their pipeline, no prior machine learning experience required.
Takeaways | Attendees learn to create LLM-powered Houdini tools by setting up Ollama locally, building parameter interfaces between Houdini and AI models, and implementing vision-based feedback systems. They gain practical knowledge of context management and JSON handling for efficient AI integration in their Houdini workflow.

Thomas Tobin is a technical Art Director specializing in procedural environment creation for AAA games. Pioneered systems at Unity and Ubisoft that reduced environment creation time from months to days. Currently leading synthetic world development for video AI while teaching at Vertex School. GDC speaker with expertise across multiple platforms, known for combining technical innovation with leadership to deliver cutting-edge procedural solutions.
THURSDAY | PRESENTATIONS
FRIDAY | PRESENTATIONS
Workshops were not recorded but Project Skylark tutorials have been posted at the link below.
IGNITE WORKSHOP | Project Skylark
Creating a Procedural Stylized World!
For Beginners | In this workshop, you will learn the fundamentals of tool-making with Houdini and Unreal Engine 5. Our focus is on creating stylized assets procedurally by leveraging tools that speed up asset creation. In Unreal, we develop various tools that help us build stunning scenes—including houses, foliage, and bridges. All textures will be created using Houdini’s new Copernicus toolset.
SCHEDULE
TUESDAY
WEDNESDAY
9:30 AM
Introduction to Houdini
9:30 AM
Procedural Bridge
10:45 AM
Intro to Houdini + COPS
10:45 AM
Nailing It!
Adding details to bridges
1:00 PM
Making 1000 bottles
1:00 PM
Stylized houses
2:45 PM
Procedural Modeling:
A Cute Birdhouse
2:45 PM
Bringing the scene to life
with tooling
4:30 PM
Q&A + Recap
4:30 PM
Q&A + Recap
INSTRUCTORS

Simon Verstraete

Julian Bragagna

Marn Schokker

Lea Kronenberger
Workshops were not recorded but Project Elderwood tutorials will be posted at a later date.
IGNITE WORKSHOP | Project Elderwood
Deep into Elderwood: APEX, COPs & Advanced Modelling
For Intermediate Artists | Project Elderwood and Natsura foliage tools will be used to demonstrate how APEX can be pushed far beyond rigging to create powerful simulations and flexible 3d modelling tools. We will also show how the addition of Copernicus to the Houdini toolset simplifies complex photogrammetry workflows that previously relied on multiple tools, enabling artists to waste less time on roundtrips, automate repetitive tasks, and get from raw-scan to in-engine results much faster.
Over the course of the two days of hands-on workshops, you will learn how to build a working modelling tool that highlights when APEX- based modelling tools make sense (and when they don't). The Apex sessions will be broken up by short SOPS and Copernicus-based tutorials and examples of plant modelling and scan processing.
No previous APEX experience is required, but a strong foundation in procedural modelling with Houdini is recommended.
SCHEDULE
TUESDAY
WEDNESDAY
9:30 AM
Introduction to APEX
9:30 AM
More on APEX
10:45 AM
More on APEX
10:45 AM
Scanned Asset Workflows
1:00 PM
COPS and Atlas Processing
1:00 PM
More APEX
2:45 PM
More on APEX
2:45 PM
Modeling Plants with Natsura
4:30 PM
Q&A + Recap
4:30 PM
Q&A + Recap
INSTRUCTORS

George Hulm

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