

I might skip Python for the time being, it’s not difficult, but does have some quirks.Įdit: almost forgot, there’s this set of tutorials if you wanna just jump straight to Vex
#Houdini vex cgworkshop code#
C++ is tricky and there are also things that won’t be the same, but C++ will be closer to Vex code than Java. Since you’re going to be working in Vex at the end of the day, I might actually recommend openFrameworks instead as the goals of the project are very much aligned with Processing, only it uses C++ vs Java.

Personally I tend to learn new programming languages faster when I am doing actual work vs reading and replicating examples from a tutorial, but your mileage may vary.

Whether or not to take things slowly or to just jump in and figure out stuff along the way is more up to you, your schedule and how you learn. I think you’re basically on the right track while it won’t be entirely translatable to Vex, Processing is a fantastic way to wrap your head around the basics of programming. I am still somewhat of a Houdini noob but I can however comment on learning programming.
#Houdini vex cgworkshop professional#
It’s true professional coders spend most of their time on stackoverflow because somebody had the same query.Īlso check out the threads on odforce - the coding sections. Houdini alas doesn’t do that but every thing you do in Houdini is pretty much Python based under the hood.Īlso just google what you are trying to do in python/vex almost certainly someone else has had a similar query. You could copy paste those lines into the script editor and add wildcards in a loop to do repetitive tasks. One way I learned was actually in XSI, where everything you did could be seen as a line of java script. Keep your own webpage of vex snippets you stolen from others and study them. Start really small - use tiny python snippets to make shelf buttons. In fact I knew one guy who as a learning exercise used vex as much as possible in his networks, even if a node existed already to do the same job! I was in the same position.I’m in FX and amazed how many people I’ve sat next to come from a computer science background, as opposed to my fine art background! Especially at the moment it’s hard to ask the guy who set up his network with loads of uncommented vex nodes what every thing does. It’s easy to get distracted by the incredible amount of learning materials out there. You'll recognise the same concepts in any language, but you should treat learning basic Vex as learning Houdini itself. Vex and C++ are both C-like languages, but Vex is much more useful for quick, atomic operations in Houdini - setting positions, normals etc. It is extremely complex to start out with, and the time investment just is not worth it. Skip C++ until you have a problem you can't solve without it. The Python documentation is also much more complex than the equivalent in Vex. In Houdini, anything you can achieve with Vex can also technically be achieved with Python, but it's orders of magnitude slower for geometry operations. Python has been by far the most useful in terms of learning programming itself.

You'll learn much more quickly by defining the problem yourself, instead of looking through tutorials on achieving a specific effect in isolation.įor programming, I came into the industry with no coding experience whatsoever, and this was my learning path: Python (for rigging), to GLSL (shading), to C++ (plugins), to Vex. One thing I would recommend is to try and incorporate houdini into your asset workflows, if possible in tandem with the sculpting or poly-modelling you do by hand.
