Rohan Dalvi


About Me


Rohan has always been interested in film and animation which led him to life as a 3D artist. He was also passionate about teaching so he started his own “Institute for Advanced Animation.” He primarily concentrated on teaching software skills while working on design visualization, motion graphics, industrial animations and also some medical renderings. He then stumbled upon Houdini and the rest is history as his many Houdini tutorials have helped artists from around the world get into the world of proceduralism.


My Tutorials

obj-image Intermediate
VDB and Noise
obj-image Intermediate
The Revenge of Kaboom
obj-image Beginner
Kaboom 1
obj-image Intermediate
Patterns and Textures | For Loops
obj-image Intermediate
Little Big UI Training
obj-image Beginner
New Attribute Nodes in H18.5

Recent Forum Posts

Procedural Modeling in Houdini training - promo Oct. 25, 2019, 9:33 a.m.

Hello Everyone,

Welcome to procedural modeling in Houdini. The idea behind this training was to take a character model and then generate an armour or a second skin on top of it completely procedurally, and also have the armour or skin design change every frame to give you multiple variations.

For more information kindly click on the link given below []

Rohan Dalvi

Houdini 16 Feb. 5, 2017, 12:26 a.m.

Firstly, really excited for Houdini 16. This is easily one of the biggest upgrades I've ever seen. Congratulations to the entire team at sidefx.

Jumping into the render engine comparison.

Hi pixel8d,

Having tried redshift and octane both and I've been making tutorials for both, I'll agree with most of the points that Daryl made.

Faster than octane by at least 20-30 percent in most cases. For interiors can be twice the speed of octane.
No geometry limitation. You can exceed the GPU RAM. Great for very heavy scenes.
Better material system. Production ready shaders like car paint, hair and skin
Rendertime displacement using procedural maps. Octane can only use bitmaps.
Huge point in its favour, supports Houdini attributes.

IPR is nice but has lag in comparison to octane.
No native point rendering. You need to do instancing.
Too many render settings. (This can be a pro or a con depending upon user)

Pros -
The best IPR I've ever seen in comparison to any renderer and I've tried a whole bunch of them. Vray, corona, Arnold, Modo, mantra and redshift.
Very good grading tools. Simple but very effective.
The Bloom and glare stuff is great.
Simpler render settings but lesser control. (This can again be a pro or a con)
Native sphere primitive which be used for point and particle rendering.

Geometry limited to amount of GPU RAM
very rudimentary material system. no production ready shaders.
No support for attributes. There's a workaround but no native support.
Is slower on interiors because it's a brute force path tracer like mantra or Arnold.
No standard lights of any sort. Everything is based on a light shader applied to geometry like maxwell.

Beyond that, they both support pretty much everything Houdini has. Curve rendering for hair, volumes, vdb and instances(not packed primitives)

That's the stuff that comes to my mind right now. I have been making tutorials for both. You can see them on my Vimeo page and decide for yourself. []

Rohan Dalvi