Geometry Essentials 01: Components & Primitive Types
Geometry in Houdini is different to other applications and requires a far deeper understanding than most people realise, beginners and 3D professionals alike. VFX, direct modelling, procedural modelling, UVs, scene layout – it all starts here.
By the end of this course, you’ll have a deep understanding of:
Houdini’s geometry components – points, vertices, primitives, edges and breakpoints.
How geometry is constructed in Houdini by connecting points.
The importance and power of vertices in controlling connectivity.
The concepts, theories and practical uses of Houdini’s primitive types – polygons, nurbs, beziers, meshes, polysoups and quadratic primitives.
How to easily convert from one primitive type to another – plus when and why you’d want to.