Houdini In Ten Minutes 07: Animating The Spheres

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Part of: Houdini in Five Minutes
Houdini In Five Minutes

Let’s get things moving and build procedural animations using our scatter setup. And while we’re at it why not talk a bit about more or less clever ways to set this up…

NOTE: As I might have mentioned, Mantra is by no means a fast render engine, so I decided to render out the preview images in this video using Octane. If you want to learn more about rendering in general and using third party render engines in Houdini, you might want to check out our premium course on rendering… 🙂

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  1. Hi Mo,
    I really liked this work of floating the spheres, and I loved how you left the rendering in the presentation. I made a derivation and achieved in Karma in glass, but my machine takes a long time, so I made some scenes with the normal color.


  2. Hi Mo,
    Why did you choose @density>0.0 (which to me is the same as @density>0). I mean, zero is zero, right? Or in Houdini, is 0.0 somehow different to 0?

    • Heyhey,

      @density>0.0 compares density against a float value while @density>0 would compare it against an integer value. Most likely Houdini would catch this and still evaluate properly. However if you’re starting to dive for example into openCL this suddenly becomes very important. Side note: The absolute safe way to write this (in VEX) would be: if(f@density > 0.0) – thus explicitely telling Houdini to expect density to be a float value and compare it against a float.


      • Okay Mo. Thanks. So it’s like casting a data type. Force float evaluation, rather than risk integer. Cheers!

  3. Hi Mo,
    Thank you for this great tutorial.
    If anyone is interested, it’s possible to change static unified noise to unified noise by right-clicking on it and choosing Actions>Change Type>Node Type: Unified noise.

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