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VEX / VOPs 1
(Using VEX with Houdini, video 1)

Upon general request, CmiVFX is proud announce its two first volumes of new series of Houdini videos about VEX and VOPs. VEX is one of these things that makes Houdini really unique. Initially designed to be a powerful shading language, its paradigm has been extended to enable users to create new custom operators (like new SOPs, POPs, CHOPs). With the Houdini visual programming philosophy, VEX comes as a new dedicated context: VOPS where the data flow of your program is represented by custom nodes that wrap mathematical functions. VEX programming is so immense of a field that you could recreate almost half of the nodes of Houdini in all context combined ! So we had to start somewhere. These first two videos are an introduction to VEX/VOPs in the SOP context, maybe the easiest one to master: this means you'll learn how to create new surface operators, new modeling tools, new deformers with VEX/VOPs. It is at the same time an introduction to VEX concepts that are shared among all the various contexts, that we will reuse in our videos about rendering and shader development, or in videos about particle animation .Seashells, global deformers, water ripples... while being a language reference, these videos are intended to be a great cookbook for useful mathematical formulas.

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Other Houdini Videos: Cities, Lsys1, Lsys2, VEX1, VEX2

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Creating New Nodes
The ultimate purpose of VEX is to create new operators, and depending on the context you're working on, new surface operators, new shaders, new compositing filters, new particle operators etc.
VEX development is analogous to C++ plug-in development ( with almost the same speed of execution) and is often used to prototype HDK nodes.
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Interfaces
Not only are you creating the brains of the node, with implementing advanced algorithm into its core, but you also create visual interfaces for these pieces of functionalities. Some of these UI creation concepts are shared with the digital assets, so this video is also a thorough introduction to Houdini's incredible customizability.

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Handles
Sliders, axis, circles: Handles are interactive controls that allow you to visually manipulate your geometry in the viewport. Learn how to create handle and associate them with the different parameters that control your objects.



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Slide shows / WhiteBoards
Traditional slide shows are back to recapitulate your knowledge. They're now available as additional pdf files for you to print. You loved the whiteboard in Lsystem videos Well, it's back. Come with engineers to the development room where they draw schematics and formulas to prototype their plug-ins. Because that's how it happens in real life.





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Algorithms
The algorithms we show you can be reused in a variety of other contexts, and in a variety of different applications. As often with Houdini, we teach you more than Houdini. We teach you all the real algorithms, that you can Translate in Renderman SL, in Maya expressions and more generally in any package that have expression languages. Don't buy your 3d manuals, just watch them!





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The Author
David Gary is 25 years old, french, and has a Bachelor Degree in Pure Mathematics, a Master Degree in Philosophy and is preparing his PhD in the interdisciplinary field of philosophy of mathematics, phenomenology and cognitive sciences. Aside of his studies, he's directed a dozen of short movies and video clips, being a director/video instructor. He began to be a strong CG specialist since a long time using various tools as 3dsmax, Maya, Houdini. He's been a Maya Teacher in a french studio and is now a advocate of Houdini and its procedural paradigm.

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Houdini VEX 2
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