Houdini 20.5 - USD & LOPS Creating a Chocolate Advert
In this tutorial series 01-05, we build a fake chocolate egg commercial from scratch using Houdini’s USD-based LOPs workflow. Each step represents a key department in a modern VFX pipeline. ASSETS, LAYOUT ,ANIM, FX & LIGHTING
🥚 Tutorial Overview • Project: Fake social media advert for a chocolate egg. • Focus: Workflow using Houdini LOPs & USD in a single scene, split into department-style networks. • Goal: Simulate a VFX pipeline (01 ASSETS → 02 LAYOUT → 03 ANIM → 04 FX → 05 LIGHTING).
🛠️ ASSETS 01
• Created a procedural chocolate egg model (unbroken, fractured, open, with/without liquid).
• Used Component Builder to structure variants and assign purposes (proxy/render).
• Procedural texture with Caponicus for height map/displacement.
• Assigned MaterialX shaders for milk/white chocolate and caramel.
• Implemented versioning and structured path-based exports.
🎨 Lookdev Stage
• Live-link procedural height maps into MaterialX shaders.
• Shader displacement controlled by attributes.
• Multi-material support with switching between chocolate variants.
🎥 LAYOUT 02
• Build a USD structure: Cameras, geometry, lights.
• Added 3 named cameras with shot switching via Shot Edit.
• Set basic render resolution (e.g., 1280x720) and FPS.
• Brought in egg variants, backdrop, and assigned layout-level variants.
🏃 ANIM 03
• Imported layout into new LOPs network.
• Animated egg opening via visibility/pruning and SOP-based animation.
• One shared animation used across three shots.
💥 FX 04
• Imported animated shot.
• Added fluid sim for caramel using Houdini FLIP.
• Used proxy geometry for fast previews.
💡 LIGHTING 05
• Imported live layout, animation, and FX.
• Added light rigs and environment lights.
• Spinning light and object setups for quick lookdev previews.
• Configurable AOVs, render passes, and Karma XPU settings.
🔄 Automation & TOPs
• Created turntables for variants using expressions (spinning asset or lights).
• Used TOPs to render multiple variants (milk vs. white chocolate) automatically.
• Substituted render settings (high/low/very low quality) using switch nodes.
• Saved to structured paths with $OS, $VARIANT, and versioning.
🗃️ Project Management • All USD work done in one scene file.
• Each department isolated in its own LOP network.
• Modular setup to enable clean asset handoff or self-iteration.
• Proxy and render purposes split for optimized previews and final output.
Houdini Indie 20.5 Hip file.