🎉  1 YEAR ANNIVERSARY SALE!

The complete guided system that teaches you how Houdini actually works, so you can design, troubleshoot, and finish work with confidence.

Level Up is designed to give you the complete understanding to:

○ Design your own shots and workflows from scratch

○ Complete full generalist projects independently (even simulations)

○ Freelance with the skills to art-direct your own ideas

○ Build a foundation that makes every future Houdini skill easier

see what you'll build inside

See some of what you'll make inside

 

LEVEL UP: Houdini is taught in a way that makes it easy to learn.

There's levels focused on theory (the information itself), there are levels focused on specific techniques in Houdini (the contexts, nodes and workflows), and then there are levels focused on specific projects (the Boss Battles!).

 

Below are some of my favorite Boss Battles that we create within the course (these are just a few of the ones in the program. If you want to see all lessons, that can be seen in the curriculum section later on the page)

 

These Boss Battle lessons aren't me quickly covering “detailed overviews” of finished networks.

They’re real recordings of me building each project start to finish, making decisions, and debugging problems as they come up.

Try each battle on your own first, or watch me work through it and see why every decision gets made.

 

BOSS BATTLE: Procedural Crystals

Final Result: Everything in the image created from scratch, node-by-node!

Topics Covered: Procedural Modeling, Scattering, Look Dev, Solaris, Karma Materials

Battle Lesson Length:  6+ Hours

 

 

BOSS BATTLE: Grass Landscape Environment

Final Result: Everything in the image created from scratch, node-by-node!

Topics Covered: Grass Modeling, Scattering + Instances, Karma Materials, Geometry 

Battle Lesson Length: 5+ Hours

 

 

BOSS BATTLE: Blaster FX Simulations

Final Result: Everything in the image created from scratch, node-by-node!

Topics Covered: Simulation (POPS, Pyro) planning, sourcing, and rendering, Karma AOVs, Solaris FX setups + optimization & USD Caching and more

Battle Lesson Length: 4.5+ Hours

 

 

BOSS BATTLE: Environment FX Simulations

Final Result: Everything in the image created from scratch, node-by-node!

Topics Covered: Modeling, environment layout, camera animation, simulation (pyro), custom sourcing, custom velocity and simulation fields, Solaris Karma rendering, and more!

Battle Lesson Length: 5.5+ Hours

 

 
BOSS BATTLE: Desert Environment Landscape

Final Result: Everything in the image created from scratch, node-by-node!

Topics Covered: Prop modeling (grass, rocks, sticks), heightfields (custom VOPS), scattering, layout, camera animation, simulation (pyro), Solaris Karma rendering, and more!

Battle Lesson Length: 12.5+ Hours

 

 

But Boss Battles aren't all we do.

In addition to full projects made from scratch, we also cover in-depth the parts of Houdini that make great projects possible. Here are a few of my favorite sections ;)

 

 

 Heightfields: Covered from Scratch

Topics Covered: Heightfields how they work, how to use them, modify them, and prepare full environments with them

Combined Length: 7.5+ Hours 

 

 

 Pyro Explosions!

Topics Covered: In addition to smoke, fire, and basic pyro. We extend that knowledge to learn full explosions. Covering forces, fields, volumes and controlling layered sourcing and more!

Combined Length: 3+ Hours 

 

 DOPS: Simulation Introductions 

Topics Covered: In addition to covering the SOP based simulation tools, we dive into DOPS to understand how to set simulations up ourselves. We understand how to control and layer simulations to get full control over what we want to make!

Combined Length: 3+ Hours 

 

Materials + Karma

Learning Houdini is great, but being able to render and bring your models and effects to life is the best part! In addition to rendering all of our projects from scratch, we also cover some of the fundamentals of materials, Houdini parameters, and setting up scalable and customization presets.

 

Lots and lots more!

This program is always expanding, and more sections are added regularly. If you have specific questions about what's included feel free to email me at william@wttrlabs.com or check out the full outline of the lessons later down this page!

See The Rest Of The Curriculum

If you've been learning Houdini for a while and still feel stuck,

it's not your fault.

 

Most artists learning Houdini follow the same path.

They watch tutorials, follow along step by step, copy the nodes, and end with a working network.

But when they open a blank scene with their own ideas in mind, they're stuck.

 

This isn't a learning problem, it's a teaching problem.

Almost every Houdini course, workshop, and tutorial starts the same way,  with the UI, the nodes, and the buttons. They show you what to click.
 
 
But skip entirely over how to think, how to approach a problem, how to design a solution, how to reason through a setup you've never seen before.
 
And without that foundation, no amount of tutorials will ever make you feel independent in Houdini. 
 
 
LEVEL UP was built to fix exactly that.
Instead of starting with nodes, we start with thinking.
The problem-solving approach, the mental models, the frameworks, and the reasoning behind every decision taught first, so everything else actually sticks.

 

See How It Works

I'm Will Hendrickson, a full-time 3D artist and educator with 6+ years of Houdini experience working with clients like ESPN, The PGA Tour, Puma, and WHOOP.

 

(1 min 13 second read)

 LEVEL UP: Houdini

a letter from me

 

When I first started learning Houdini I remember feeling completely lost.

 

Not lost in the way beginners usually feel lost, where everything is new and confusing and you just need more time. But lost in a specific, frustrating way. I could follow tutorials. I could make things work...once... on that project... with that step-by-step lesson.

But the moment I tried to do anything on my own, I'd hit a wall and couldn't bring my ideas to life.

I'd spend weeks, nights, and weekends watching tutorial after tutorial, trying to follow step-by-step, only to realize that my network looked nothing like the instructor's, and nothing ever clicked.

I'd start a project, get halfway through, get stuck, and abandon it. Then start over with a different tutorial. Then abandon that one too.

 

It took me years. Dozens of attempts. Hundreds of abandoned projects. Before I finally understood what Houdini was actually doing... and why.

Looking back, I realized that every course, tutorial, and workshop I'd ever taken had taught me the same way.

Nodes first. Thinking last.

They showed me what to click.

But nobody ever taught me how to approach a problem in Houdini.

Nobody taught me how to think.

 

That missing piece - the reasoning, the intuition, the mental model behind what Houdini is actually doing - not having that is what kept me stuck for years. I wasn't stuck from a lack of effort. Not a lack of talent. I was just trying to learn Houdini with the wrong foundation.

 

Once I finally understood it, everything changed.
 
Old tutorials I'd felt lost with suddenly made sense. I could watch someone else's network and actually understand the decisions being made (funny enough, I even learned enough to start to disagree with some of the decisions... I'd watch tutorials and instantly think of better ways to approach the same tasks!).
 
I finally could open a blank scene with my own idea and build it, start to finish, all 100% on my own, and without needing anyone else's steps to follow.
 
 
That's when I decided to start building LEVEL UP.
 
Not because I wanted to make just another Houdini course. But because when I was learning I couldn't find the program I needed - and I now know exactly why every other program had failed me. They all started in the wrong place.
 
That's why LEVEL UP starts differently.
 
We build the thinking first.
 
The mental model, the problem-solving approach, and understand the reasoning behind every decision.... before a single node is placed.
 
Seven structured levels, each one unlocking a new layer of capability, until you can work in Houdini the way you always thought you would.
 
Independently. Confidently. On your own ideas.
 

This isn’t a workshop you’ll watch and forget.


It’s a system you’ll learn by doing, with real projects and support designed to help you finally understand how everything fits together.

 

I made this program so you don’t have to spend years figuring Houdini out the hard way like I did.
 

You don’t need another workshop.
 

You need a system that finally makes Houdini click.

  

- William Hendrickson

Founding Artist, WTTR Labs + WTTR Studios

 

The Thinking-First Approach™

Most programs teach Houdini buttons-first. I teach it differently.

 

 Every other course starts with the UI, the nodes, and the shelf tools. LEVEL UP starts one step earlier - with how to think, approach, and reason through Houdini even before a single node is placed.

After the foundation is set, we apply the same approach to the rest of Houdini.

And understand it from the ground up.


By the end of the program, you won't just "know" more Houdini.

You'll understand it better than most people who’ve used it for years.

 

You're guaranteed to get results →

 

 

The LEVEL UP Curriculum

Seven levels.

One complete transformation.

 

Each level unlocks a new layer of capability - building on the last. So by the time you are designing complex shots and simulations, you actually understand every decision you're making.

 

 

PHASE 01 - BUILD THE FOUNDATION

Level 1: Concept Foundations - How Houdini actually thinks

The mental model most courses skip. Core data types, how Houdini reads networks, and why everything behaves the way it does. We cover the core foundations that make up the information Houdini uses.

→ You unlock: the ability to reason about any setup 

 

 

Level 2: Core Concepts - The language of Houdini

What Houdini is doing at its core as it reads through your network. The building blocks that make everything else possible.

→ You unlock: understanding what's actually happening in your network

 

 

PHASE 02 - APPLY THE THINKING

Level 3: Procedural Systems - Why Houdini is so powerful

Designing and organizing procedural components you can actually use in real projects, not just follow in someone else's.

→ You unlock: designing your own reusable systems 

 

Level 4: Houdini Applied - Take your ideas from briefed to built

Applying everything to real project planning and learn how to implement it all in Houdini. You stop following and start making decisions yourself.

→ You unlock: The implementation skills to create your own shots

 

Level 5: Boss Battles - Real projects. Your own approach.

Build real-world projects, and complex shots - all tackled from scratch. Approach them independently or watch me (Will!) work through every stage, then try it yourself.  (A free Boss Battle sample project is on YouTube)

→ You unlock: the confidence to deliver full shots on your own

 

 

PHASE 03 - GOING FURTHER

Level 6: Simulation Fundamentals - DOPS, SOPS, Pyro, RBD, and beyond

A full understanding of how simulations work in Houdini, taught the same way with Thinking first, buttons second. (A free RBD sample is on YouTube)

→ You unlock: full simulation workflows you actually understand

→ Understand and unlock SOP based simulation workflows as well as full DOP nets built from scratch.

 

THE CINEMATIC PROJECTS

Level 7: Boss Battles Simulations Applied 

In addition to learning the fundamentals of simulations, we apply them to multiple Boss Battles to create complete FX shots from scratch.

→ You unlock: full simulation workflows on YOUR OWN projects

 

 

 

465 lessons. 1 Transformation. 

You're guaranteed to get results →

 

 

(Explore the individual lessons below, the outline is expandable)

LEVEL UP: Houdini

  1. Level 0: Onboarding + Course Tutorial

    9 lessons
    1. Welcome
    2. Why This Course Was Made
    3. What The Course Covers
    4. What This Course Does Not Cover
    5. How the Course is Structured
    6. Suggested Ways To Get The Most Out Of The Course
    7. A Disclaimer On Complexity
    8. Your Final Transformation
    9. Kajabi Course Organization
  2. Level 1: Concept Foundations

    24 lesson
    1. 1.0 - Level 1: INTRODUCTION
    1. 1.1 - 3D Fundamentals: What Is A Scene

      1. What Makes a Cube?
      2. From Cube to Sphere to Dinosaur
      3. What Make a Scene
      4. From Plain Objects to Colored Materials
      5. 3D Scenes, to 2D Image: How the Camera Works
    2. 1.2 - It's All Data: Thinking In Terms Of Information

      1. A 2D Example: Information In Tiers
      2. A 3D Scene: Our 3D Data
      3. More Scenes, More Data
    3. 1.3 - Types Of Scene Data: Where It All Fits In

      1. Data Recap: Keeping It Separate
      2. 3D Data: Building Our First Scene
      3. Data Categories: Where Our Scene Fits In
      4. Making Data Changes Easy
      5. Data Overlap: Common Exceptions
      6. Sparks, Explosions And Splashes
    4. 1.4 - Organizing the 3D Data

      1. The Two General Approaches
      2. Why It Matters: Approaches Applied
      3. A Mix of Both
    5. 1.5 - File Input / Output: Types Of Files

      1. The Common File Formats of Houdini
      2. Writing vs Reading
      3. A Common File Workflow
    6. 1.6 - Data / Information Types: Variables + Attributes

      1. Data Types
      2. Data Types Use Cases
      3. Points Or Vertices Or Polygons?
  3. Level 2: Core Concepts

    14 lesson
    1. 2.0 - Level 2: INTRODUCTION
    1. 2.1 - Nodes, Networks, How Houdini Thinks

      1. Operating On Information
      2. What Is A "Node"
      3. What Is A Parameter
      4. Nodes Made Of Nodes
      5. Networks Of Nodes
      6. How Houdini Reads A Network
    2. 2.2 - Instructions vs Data - "The Recipe" vs "The Cake"

      1. The Recipe vs The Cake
      2. Saving Our Cake: Caching
      3. Instruction Sizes vs Data Sizes
      4. Choosing Our Cache Locations
    3. 2.3 - Goals vs Tasks vs Workflows

      1. Defining Our Big Scary Monster
      2. Framework Example: A Rope Bridge
      3. Framework Challenge: Your Turn Now
  4. Level 3: Procedural Systems

    11 lesson
    1. 3.0 - Level 3: INTRODUCTION
    1. 3.1 - Workflow Dependencies

      1. Destructive vs Procedural Workflows
      2. One Goal, Infinite Workflows
      3. What Makes A Workflow Dependent
      4. Challenges and Benefits of Dependencies
      5. A Practical Procedural Example
      6. Dependencies WE Determine
    2. 3.2 - Procedural Workflow Demonstrated

      1. Building A Building Generator
      2. What Makes Up A Building
    3. 3.3 - Workflow Wizadry: Expanding to Modularity

      1. From Building To Street to City
      2. Big Goals to Small Goals: Why We Do It
  5. Level 4: Houdini Applied

    47 lesson
    1. 4.0 - Level 4: INTRODUCTION
    1. 4.01 - Opening and Navigating Houdini

      1. Opening Houdini, Modifying the UI
      2. Navigating Our Contexts
      3. Adding Nodes, Removing Nodes
    2. 4.02 - Introduction to Contexts: How Our Data Fits In

      1. Contexts We'll Use
      2. Moving Data: How It Fits In
      3. Organizing Our Data Types
      4. A Sample Workflow
    3. 4.03 - Our First Context: SOPS / Geometry / Attributes

      1. Creating Our First Data
      2. Cube vs Sphere vs Dinosaur
      3. Modifying The Data
      4. Saving And Loading The Data
      5. VEX Intro
      6. VOPS Intro
    4. 4.04 - Parameters And Subnetworks: "HDAs" Introduced

      1. Parameters Introduced
      2. Linking And Adjusting Parameters
      3. HDAs Parameters and Custom Nodes
    5. 4.05 - Our Second Context: Stage / Solaris / Layout

      1. USD Introduction
      2. Primitive, Organization, and Our Scene Graph Tree
      3. The Basics Of A Scene
    6. 4.06 - Camera Setup And Basics

      1. Creating Our Camera
      2. Camera Parameters
      3. Camera Animation
    7. 4.07 - Lighting & Rendering Setup And Basics

      1. Recap Of Rendering
      2. Intro To Lighting
      3. Karma Render Settings
      4. Rendering Our First Image
      5. Depth Of Field
      6. Motion Blur
    8. 4.08 - Intro To Materials

      1. Creating A Basic Material
      2. Material Properties and Values
      3. UVs Introduction
      4. More Complex Materials: Textures
      5. More Complex Materials: Noises
      6. More Complex Materials: Attributes
      7. Material Management
    9. 4.09 - Intro To Lighting

      1. Point Light And Sphere Light
      2. Area / Rect Light
      3. Dome Light
      4. Spot Light
      5. Multiple Lighting Setups
      6. Emissive Materials
      7. Lighting Theory
    10. 4.10 - Common Concepts

      1. Working With Curves - "curveu" Attribute Explored
      2. Working With Curves - Rendering Curves
      3. Instancing Workflows Pt. 1 - Scattering Points
      4. Instancing Workflows Pt. 2 - Instancing To Points
  6. Heightfields - Intro + Workflows

    37 lesson
    1. Note on Heightfields
    1. 4.11 - Heightfields: Introduction

      1. Project Files - Heightfield Lessons
      2. Example Volcano Project - Project Files
      3. Heightfield Section Overview
      4. Intro To Heightfields
      5. Intro To Heightfields - Pt 2
      6. Heightfield Noise Intro
      7. Heightfield Distort By Noise
      8. Heightfield Masks - Painting Masks
      9. Heightfield Masks - Mask By Object
      10. Heightfield Masks - Modifying Masks
      11. Heightfield Masks - Mask By Features
      12. Heightfield Masks - Merging Masks
      13. Heightfield Mask Expand - Height Layer
      14. Heightfield Pattern Node
      15. Heightfield Combine Layers
      16. Heightfield Slump
      17. Heightfield Layer + Layering - Example 01
      18. Heightfield Layer + Layering - Example 02
      19. Heightfield Layer + Layering - Example 03
      20. Heightfield Erode (intro)
    2. 4.12 - Environment Full Workflow

      1. Project Files - Heightfield Environment Workflow
      2. Section Intro - (Heightfield Environment Workflow)
      3. Volcano Overview - (Heightfield Environment Workflow)
      4. Environment From Scratch - Chapter 01: Part 01 - Planning
      5. Environment From Scratch - Chapter 01: Part 02 - Base Shape
      6. Environment From Scratch - Chapter 01: Part 03 - Volcano Detailing
      7. Environment From Scratch - Chapter 01: Part 04 - Canyon Detailing (part 1)
      8. Environment From Scratch - Chapter 01: Part 04 - Canyon Detailing (part 2)
      9. Environment From Scratch - Chapter 01: Part 05 - Preview Visualize Volcano
      10. Environment From Scratch - Chapter 01: Part 06 - Preview Visualize Canyon
      11. Environment From Scratch - Chapter 01: Part 07 - Final Heightfield Prep
      12. Environment From Scratch - Chapter 02: Part 01 - Chapter 02 Intro
      13. Environment From Scratch - Chapter 02: Part 02 - Heightfield Mask Cleanup
      14. Environment From Scratch - Chapter 02: Part 03 - Landscape Geo Clipping And Cutting
      15. Environment From Scratch - Chapter 02: Part 04 - Geometry Attribute Preps
      16. Environment From Scratch - Chapter 02: Part 05 - COPS Layer Exports
  7. Level 5: BOSS BATTLES - Workflows Applied

    108 lesson
    1. 5.0 - Level 5: INTRODUCTION
    1. BOSS BATTLE - Studio Scene

      1. Project Files: Studio Scene
      2. Part 01 - Project Brief
      3. Part 02 - Framework Breakdown [CHEAT CODES]
      4. Part 03 - Houdini Organization [CHEAT CODES]
      5. Part 04 - Our Full Project [Houdini Implementation CHEAT CODES]
    2. BOSS BATTLE - Abstract Motion Design

      1. Project Files: Abstract Motion Design
      2. Completed Project - Preview
      3. Part 01: Project Brief
      4. Part 02: Framework Breakdown
      5. Part 03: Houdini Organization
      6. Part 04.01 - Scene Modeling - [Houdini Implementation: CHEAT CODES]
      7. Part 04.02 - Solaris Layout Prep - [Houdini Implementation: CHEAT CODES]
      8. Part 04.03 - Scene Lighting - [Houdini Implementation: CHEAT CODES]
      9. Part 04.04 - Materials - [Houdini Implementation: CHEAT CODES]
      10. Part 04.05 - Lighting Continued - [Houdini Implementation: CHEAT CODES]
      11. Part 04.06 - Animation - [Houdini Implementation: CHEAT CODES]
      12. Part 04.07 - Rendering - [Houdini Implementation: CHEAT CODES]
      13. Part 04.08 - Animation Final Touches - [Houdini Implementation: CHEAT CODES]
      14. Part 04.09 - Final Render Settings - [Houdini Implementation: CHEAT CODES]
      15. Part 04.10 - Compositing - [Houdini Implementation: CHEAT CODES]
      16. Part 04.11 - Wrap Up and Recap - [Houdini Implementation: CHEAT CODES]
    3. BOSS BATTLE - Procedural Plants

      1. Project Files: Procedural Plants
      2. Completed Project - Preview
      3. Part 01 - Project Brief
      4. Part 02 - Framework Breakdown [CHEAT CODES]
      5. Part 03 - Houdini Organization [CHEAT CODES]
      6. Part 04 - Our Backdrop Scene - [Houdini Implementation: CHEAT CODES]
      7. Part 04 - Our Plant Patch Tool - [Houdini Implementation: CHEAT CODES]
      8. Part 04 - Short Grass (modeling) - [Houdini Implementation: CHEAT CODES]
      9. Part 04 - Tall Grass (modeling) - [Houdini Implementation: CHEAT CODES]
      10. Part 04 - Clover (modeling) - [Houdini Implementation: CHEAT CODES]
      11. Part 04 - Yellow Flower (modeling) - [Houdini Implementation: CHEAT CODES]
      12. Part 04 - Big Purple Flower (modeling) - [Houdini Implementation: CHEAT CODES]
      13. Part 04 - White Flower (modeling) - [Houdini Implementation: CHEAT CODES]
      14. Part 04 - Short Grass (materials) - [Houdini Implementation: CHEAT CODES]
      15. Part 04 - Tall Grass (materials) - [Houdini Implementation: CHEAT CODES]
      16. Part 04 - Yellow / Pink Flower (materials) - [Houdini Implementation: CHEAT CODES]
      17. Part 04 - Clover (materials) - [Houdini Implementation: CHEAT CODES]
      18. Part 04 - White Flower (materials) - [Houdini Implementation: CHEAT CODES]
      19. Part 04 - Big Purple Flower (materials) - [Houdini Implementation: CHEAT CODES]
      20. Part 04 - Grass Patch Scene (layout) - [Houdini Implementation: CHEAT CODES]
      21. Part 04 - Batch Rendering (rendering) - [Houdini Implementation: CHEAT CODES]
      22. Part 04 - Render Exporting (to videos) - [Houdini Implementation: CHEAT CODES]
      23. Part 04 - Bonus Camera Angle - [Houdini Implementation: CHEAT CODES]
    4. BOSS BATTLE - Procedural Crystals

      1. Project Files: Procedural Crystals
      2. Completed Project - Preview Trailer
      3. Part 01: Project Brief
      4. Part 02: Framework Breakdown [CHEAT CODES]
      5. Part 03 - Houdini Organization [CHEAT CODES]
      6. Part 04.01 - Studio Setup - [Houdini Implementation: CHEAT CODES]
      7. Part 04.02 - Crystal Modeling - [Houdini Implementation: CHEAT CODES]
      8. Part 04.03 - Crystal Instancing Prep - [Houdini Implementation: CHEAT CODES]
      9. Part 04.04 - Geometry Prep For Solaris - [Houdini Implementation: CHEAT CODES]
      10. Part 04.05 - Rock Materials - [Houdini Implementation: CHEAT CODES]
      11. Part 04.06 - Crystal Materials - [Houdini Implementation: CHEAT CODES]
      12. Part 04.07 - Assorted Look Dev Part 01 - [Houdini Implementation: CHEAT CODES]
      13. Part 04.08 - Assorted Look Dev Part 02 - [Houdini Implementation: CHEAT CODES]
    5. BOSS BATTLE - Desert Environment Scene

      1. Project Files: Desert Environment
      2. Completed Project - Preview Trailer
      3. Part 01 - Project Brief
      4. Part 02 - Framework Breakdown [CHEAT CODES]
      5. Part 03 - Houdini Organization [CHEAT CODES]
      6. Part 04.01 - Studio Environment - [Houdini Implementation: CHEAT CODES]
      7. Part 04.02- First Grass Patch - [Houdini Implementation: CHEAT CODES]
      8. Part 04.03 - Grass Variations (modeling) - [Houdini Implementation: CHEAT CODES]
      9. Part 04.04 - Grass To Solaris (layout)- [Houdini Implementation: CHEAT CODES]
      10. Part 04.05 - Rocks (modeling) - [Houdini Implementation: CHEAT CODES]
      11. Part 04.06 - Sticks (modeling) - [Houdini Implementation: CHEAT CODES]
      12. Part 04.07 - Rocks / Sticks To Solaris (layout) - [Houdini Implementation: CHEAT CODES]
      13. Part 04.08 - Grass Shading (materials) - [Houdini Implementation: CHEAT CODES]
      14. Part 04.09 - Rocks Shading (materials) - [Houdini Implementation: CHEAT CODES]
      15. Part 04.10 - Ground Sand Shading (materials) - [Houdini Implementation: CHEAT CODES]
      16. Part 04.11 - Environment Starting Sand Dune Tool (VOPS) - [Houdini Implementation: CHEAT CODES]
      17. Part 04.12 - Dune Tool Cleanup (VOPS / HDAs) - [Houdini Implementation: CHEAT CODES]
      18. Part 04.13 - Sand Dune Showcase (VOPS) - [Houdini Implementation: CHEAT CODES]
      19. Part 04.14 - Sand Dune Tool Used (VOPS) - [Houdini Implementation: CHEAT CODES]
      20. Part 04.15 - Sand Dune Shading (materials) - [Houdini Implementation: CHEAT CODES]
      21. Part 04.16 - Sand Dune Mesh Detailing - [Houdini Implementation: CHEAT CODES]
      22. Part 04.17 - Scene Lighting - [Houdini Implementation: CHEAT CODES]
      23. Part 04.18 - Scattering Prep (culling by camera) - [Houdini Implementation: CHEAT CODES]
      24. Part 04.19 - Prop Scattering (basic) - [Houdini Implementation: CHEAT CODES]
      25. Part 04.20 - Prop Instancing (layout) - [Houdini Implementation: CHEAT CODES]
      26. Part 04.21 - Prop Scattering (advanced) - [Houdini Implementation: CHEAT CODES]
      27. Part 04.22 - Prop Material Updates (materials) - [Houdini Implementation: CHEAT CODES]
      28. Part 04.23 - Sand Material Updates (materials) - [Houdini Implementation: CHEAT CODES]
      29. Part 04.24 - Rendering Setup - [Houdini Implementation: CHEAT CODES]
      30. Part 04.25 - Camera Animation - [Houdini Implementation: CHEAT CODES]
      31. Part 04.26 - Compositing 01: Reference Approach - [Houdini Implementation: CHEAT CODES]
      32. Part 04.27 - Compositing 02: Depth + Crypto Pass - [Houdini Implementation: CHEAT CODES]
      33. Part 04.28 - Compositing 03: Nightime - [Houdini Implementation: CHEAT CODES]
      34. Part 04.29 - Compositing 04: Mars SciFi- [Houdini Implementation: CHEAT CODES]
      35. Part 04.30 - Final Composite / Project Wrapup - [Houdini Implementation: CHEAT CODES]
    6. BOSS BATTLE - SixNFive Inspired Landscape

      1. Boss Battle Project Files
      2. Updated Boss Battle Format - Intro
      3. Stage 00: The Client
      4. Stage 01: The Director
      5. Stage 02: The Pipeline Manager
      6. Intro [Stage 03: The Engineer]
      7. Landscape Adjustement [Stage 03: The Engineer]
      8. Culling by Camera [Stage 03: The Engineer]
      9. Grass Patch Recap [Stage 03: The Engineer]
      10. Point Coloring Approach 01 [Stage 03: The Engineer]
      11. Instance Attributes Prep [Stage 03: The Engineer]
      12. Point Coloring Approach 02 [Stage 03: The Engineer]
      13. Solaris Lookdev Part 01 [Stage 03: The Engineer]
      14. Solaris Lookdev Part 02 [Stage 03 - The Engineer]
      15. Solaris Lookdev Part 03 [Stage 03 - The Engineer]
  8. Level 6: Simulation Fundamentals - RBD

    73 lessons
    1. RBD Section 01: RBD Fundamentals

      1. rbd.01.01 - Project Files - RBD Fundamentals
      2. rbd.01.02 - Overview - RBD Fundamentals
      3. rbd.01.03 - Introduction - RBD Fundamentals
      4. rbd.01.04 - "name" Attribute & Packed Geo - Example 01
      5. rbd.01.05 - "name" Attribute & Packed Geo - Example 02
      6. rbd.01.06 - "name" Attribute & Packed Geo - Example 03
      7. rbd.01.07 - "name" Attribute & Packed Geo - Example 04
      8. rbd.01.08 - "name" Attribute & Packed Geo - Example 05
      9. rbd.01.09 - "active" Attribute - Example 01
      10. rbd.01.10 - "active" Attribute - Example 02
      11. rbd.01.11 - "active" Attribute - Example 03
      12. rbd.01.12 - "animated" Attribute - Example 01
      13. rbd.01.13 - "deforming" Attribute - Example 02
      14. rbd.01.14 - "deforming" Attribute - Example 03
      15. rbd.01.15 - Collision Shapes - Example 01
      16. rbd.01.16 - Collision Shapes - Example 02
      17. rbd.01.17 - Collision Shapes - Example 03
      18. rbd.01.18 - Collision Shapes - Example 04
      19. rbd.01.19 - Collision Shapes - Example 05
      20. rbd.01.20 - Collision Shapes - Example 06
      21. rbd.01.21 - Collision Shapes - Example 07
      22. rbd.01.22 - Section Recap + Review
    2. RBD Section 02: RBD Constraints

      1. rbd.02.01 - Project Files - RBD Constraints
      2. rbd.02.02 - Intro - RBD Constraints
      3. rbd.02.03 - What We'll Learn - RBD Constraints
      4. rbd.02.04 - A Basic Constraint - Part 01
      5. rbd.02.05 - A Basic Constraint - Part 02
      6. rbd.02.06 - Constraints on Packed VS Unpacked Geo
      7. rbd.02.07 - Hard Constraint - Example 01
      8. rbd.02.08 - Hard Constraint - Example 02
      9. rbd.02.09 - Hard Constraint - Example 03
      10. rbd.02.10 - Hard Constraint - Example 04
      11. rbd.02.11 - Hard Vs Soft Constraint
      12. rbd.02.12 - Constraints Example - A Simple Bridge
      13. rbd.02.13 - Constraints Example - More Complex Bridge
      14. rbd.02.14 - Constraints To Animated RBD - Example 01
      15. rbd.02.15 - Constraints To Animated RBD - Example 02
      16. rbd.02.16 - Constraints To Animated RBD - Example 03
      17. rbd.02.17 - Constraints To Animated RBD - Example 04
      18. rbd.02.18 - Constraints Recap
    3. RBD Section 03: RBD Fracturing

      1. rbd.03.01 - Project Files - RBD Fracturing
      2. rbd.03.02 - RBD Fracturing - Section Intro
      3. rbd.03.03 - RBD Fracturing - Voronoi Fracturing Basics
      4. rbd.03.04 - RBD Fracturing - Metal Fracturing And Deform
      5. rbd.03.05 - RBD Fracturing - Wood Fracturing and Clustering
      6. rbd.03.06 - RBD Fracturing - Concrete Boolean Fracture
      7. rbd.03.07 - RBD Fracturing - RBD Material Fracture Part 01
      8. rbd.03.08 - RBD Fracturing - RBD Material Fracture Part 02
      9. rbd.03.09 - RBD Fracturing - Custom Fracturing: Voronoi to Boolean
      10. rbd.03.10 - RBD Fracturing - Custom Fracturing: Small Pieces Fix
      11. rbd.03.11 - RBD Fracturing - Manual SubFracturing
      12. rbd.03.12 - RBD Fracturing - Manual Interior Detailing + Problems
    4. RBD Section 04: RBD Extended

      1. rbd.04.01 - Project Files - RBD Extended
      2. rbd.04.02 - RBD Extended - Section Intro
      3. rbd.04.03 - RBD Extended - Sourcing Into Sim
      4. rbd.04.04 - RBD Extended - Secondary Simulations
      5. rbd.04.05 - RBD Extended - Controlling Animated Objects
      6. rbd.04.06 - RBD Extended - Manual Sim Upres
      7. rbd.04.07 - RBD Extended - Manual Sim Upres - DOP Net Approach
    5. RBD Section 05: RBD Applied - Rock Pillar Destruction

      1. rbd.05.00 - Project Files - RBD Applied - Rock Pillar
      2. rbd.05.00 - Section Intro - RBD Applied - Rock Pillar
      3. rbd.05.01 - Geo Prep - RBD Applied - Rock Pillar
      4. rbd.05.02 - Rock Basic Sim - RBD Applied - Rock Pillar
      5. rbd.05.03 - Sourcing Projectile - RBD Applied - Rock Pillar
      6. rbd.05.04 - Rock Constraints Continuing - RBD Applied - Rock Pillar
      7. rbd.05.05 - Rock Constraints Interior Exterior - RBD Applied - Rock Pillar
      8. rbd.05.06 - Rock Constraints Clustering - RBD Applied - Rock Pillar
      9. rbd.05.07 - Constraints Clustering Variation - RBD Applied - Rock Pillar
      10. rbd.05.08 - Secondary RBD Prep - RBD Applied - Rock Pillar
      11. rbd.05.09 - Secondary RBD Collision Prep - RBD Applied - Rock Pillar
      12. rbd.05.10 - Secondary RBD Sim - RBD Applied - Rock Pillar
      13. rbd.05.11 - Section Recap - RBD Applied - Rock Pillar
    6. RBD Section - BONUS "Crash Course"!

      1. Bonus Crash Course - RBD Fundamentals + A Simple Project
  9. Level 6: Simulation Fundamentals - Pyro

    47 lessons
    1. Pyro Section 01: Pyro Fundamentals

      1. pyro.01.01 - Project Files - Pyro Fundamentals
      2. pyro.01.02 - Intro - Pyro Fundamentals
      3. pyro.01.03 - Quick Tip: Scene View Lights
      4. pyro.01.04 - What We'll Cover - Pyro Fundamentals
      5. pyro.01.05 - Preparing Source Volumes
      6. pyro.01.06 - Our First Sim + Pyro Solver Introduction
      7. pyro.01.07 - Changing Source Volumes
      8. pyro.01.08 - Stopping A Source
      9. pyro.01.09 - Velocities
      10. pyro.01.10 - Looping Sourcing
      11. pyro.01.11 - Simulation Forces
      12. pyro.01.12 - Divergence Field
      13. pyro.01.13 - Control Fields
      14. pyro.01.14 - Custom Fields
      15. pyro.01.15 - Collision Introduction
      16. pyro.01.16 - Collision: Fractional Frames & Simulation Substeps
      17. pyro.01.17 - Colored Smoke (Cd field)
      18. pyro.01.18 - Secondary Simulations
      19. pyro.01.19 - Section Recap & Review
    2. Pyro Section 02: Fire

      1. pyro.02.01 - Project Files - Fire
      2. pyro.02.02 - Intro - Fire
      3. pyro.02.03 - What We'll Cover - Fire
      4. pyro.02.04 - Temperature Field Intro
      5. pyro.02.05 - Flame Field Intro
      6. pyro.02.06 - Simple Fire Intro (no smoke)
      7. pyro.02.07 - Simple Fire Intro (with smoke)
      8. pyro.02.08 - Basic Fire Setup
      9. pyro.02.09 - Fire From Scratch
      10. pyro.02.10 - Secondary Sims Example 01
      11. pyro.02.11 - Secondary Sims Example 02
      12. pyro.02.12 - Secondary Smoke Sim From Scratch
      13. pyro.02.13 - Section Recap & Review
    3. Pyro Section 03: Explosions

      1. pyro.03.01 - Project Files - Explosions
      2. pyro.03.02 - Intro - Explosions
      3. pyro.03.03 - What We'll Cover - Explosions
      4. pyro.03.04 - Our First Explosion
      5. pyro.03.05 - Explosion Improvement
      6. pyro.03.06 - Pyro Bake Volume
      7. pyro.03.07 - Sourcing Multiple Explosions (Approach 01)
      8. pyro.03.08 - Sourcing Multiple Explosions (Approach 02)
      9. pyro.03.09 - Shockwave Example
      10. pyro.03.10 - Explosion From Scratch: Main Explosion
      11. pyro.03.11 - Explosion From Scratch: Shockwave
      12. pyro.03.12 - Explosion From Scratch: Timing Changes
      13. pyro.03.13 - Explosion From Scratch: Custom Collision Object
      14. pyro.03.14 - Explosion From Scratch: Final Result
      15. pyro.03.15 - Section Recap & Review
  10. Level 6: Simulation Fundamentals - DOPS Context Introduction

    10 lessons
    1. DOPS Section 01: Context Introduction

      1. DOPS Intro - A Quick Disclaimer
      2. dops.01.01_DOPS Basics: Overall Introduction
      3. dops.01.02_DOPS Basics: Importing Exporting
      4. dops.01.03_DOPS Basics: Time Dependency
      5. dops.01.04_DOPS Basics: Our First Solver
      6. dops.01.05_DOPS Basics: Example MultiSolver Project - Torus Bullet RBD
      7. dops.01.06_DOPS Basics: Example MultiSolver Project - Sourcing Additional RBD
      8. dops.01.07_DOPS Basics: Example MultiSolver Project - Sourcing Particles To Sim
      9. dops.01.08_DOPS Basics: Example MultiSolver Project - Sourcing Smoke To Sim
      10. dops.01.09_DOPS Basics: Example MultiSolver Project - Advect Particles
  11. Level 7: BOSS BATTLES - Simulations Applied

    54 lessons
    1. LEVEL INTRO

      1. Level Guides + Frameworks
    2. The Node Navigator Blueprint™ [how it works]

      1. Blueprint Introduction
    3. BOSS BATTLE - FX Blaster Sparks / Smoke

      1. FX Blaster Sparks - Finished Rendered Shot
      2. FX Blaster Sparks - Final Project File
      3. FX Blaster Sparks - 7.01.01 - Basic Scene Prep
      4. FX Blaster Sparks - 7.01.02 - Blaster Shot Simulation
      5. FX Blaster Sparks - 7.01.03 - Blaster Bolt Geometry Prep
      6. FX Blaster Sparks - 7.01.04 - FX Planning and Prep
      7. FX Blaster Sparks - 7.01.05 - Quick Network Cleanup
      8. FX Blaster Sparks - 7.01.06 - Spark Sim and Processing
      9. FX Blaster Sparks - 7.01.07 - Smoke Simulation
      10. FX Blaster Sparks - 7.01.08 - Smoke Improvements Pass 01 - Radial Burst
      11. FX Blaster Sparks - 7.01.09 - Smoke Improvements Pass 02 - Sourcing From Sparks
      12. FX Blaster Sparks - 7.01.10 - Smoke Improvements Pass 03
      13. FX Blaster Sparks - 7.01.11 - Smoke Improvements Pass 04
      14. FX Blaster Sparks - 7.01.12 - Smoke Final Touches
      15. FX Blaster Sparks - 7.01.13 - FX To Solaris
      16. FX Blaster Sparks - 7.01.14 - Karma FX Render Layers Part 01
      17. FX Blaster Sparks - 7.01.15 - Karma FX Render Layers Part 02
      18. FX Blaster Sparks - 7.01.16 - COPS Compositing Setup
      19. FX Blaster Sparks - 7.01.17 - Solaris Render Debugging Part 1
      20. FX Blaster Sparks - 7.01.18 - USD Caching Solaris Debugging Part 2
      21. FX Blaster Sparks - 7.01.19 - Final Renders Starting
      22. FX Blaster Sparks - 7.01.20 - COPS Exporting
      23. FX Blaster Sparks - 7.01.21 - Burn Mark AOV Planning
      24. FX Blaster Sparks - 7.01.22 - Burn Mark SOP Solver and Rendering
      25. FX Blaster Sparks - 7.01.23 - Burn Mark Compositing
      26. FX Blaster Sparks - 7.01.24 - Final Project Compositing Tips
    4. BOSS BATTLE - Environment FX Dust and Smoke

      1. Environment FX - How This Section Works + File Downloads
      2. Environment FX - 7.02.01 - Shot Introduction
      3. Environment FX - 7.02.02 - Layout Prep
      4. Environment FX - 7.02.03 - Main Pillar Modeling
      5. Environment FX - 7.02.04 - Main Pillar Layout
      6. Environment FX - 7.02.05 - Camera Animation
      7. Environment FX - 7.02.06 - Cliff Modeling Layout
      8. Environment FX - 7.02.07 - FX Prep Planning and Organization
      9. Environment FX - 7.02.08 - FX Pillar Dust Smoke Sourcing
      10. Environment FX - 7.02.09 - FX Pillar Dust Smoke Simulation
      11. Environment FX - 7.02.10 - FX Pillar Dust Custom Velocity Setup
      12. Environment FX - 7.02.11 - FX Pillar Dust Custom Velocity in Sim
      13. Environment FX - 7.02.12 - FX Pillar Dust Blending Velocity Fields
      14. Environment FX - 7.02.13 - FX Pillar Dust Sim Improvements
      15. Environment FX - 7.02.14 - FX Pillar Dust Sim Preview
      16. Environment FX - 7.02.15 - FX Pillar Dust Network Cleanup
      17. Environment FX - 7.02.16 - FX Pillar Dust Other Pillar Prep
      18. Environment FX - 7.02.17 - FX Pillar Dust Caching All Pillars
      19. Environment FX - 7.02.18 - FX Pillar Dust To Solaris
      20. Environment FX - 7.02.19 - FX Ground Dust Prep Organization
      21. Environment FX - 7.02.20 - FX Ground Dust Sourcing and Sim
      22. Environment FX - 7.02.21 - FX Ground Dust Sim Tweaks
      23. Environment FX - 7.02.22 - FX Ground Dust Final Sim Tweaks
      24. Environment FX - 7.02.23 - FX Render Setup
      25. Environment FX - 7.02.24 - COPS Compositing
      26. Environment FX - 7.02.25 - Correcting Smoke Scale (quick fix)
  12. The Grand Arena

    14 lessons
    1. Introduction - How This Level Works

      1. The Grand Arena: *Important Notice*
      2. The Grand Arena - Introduction
      3. The Grand Arena - Project Timeline
      4. The Grand Arena - Submission for Review (Optional)
      5. The Grand Arena - 1-On-1 Mentorship (Project Support)
      6. My Promise To You
    2. The Grand Arena: Your Project

      1. Introduction
      2. Step 01: Choose Your Battle
      3. Step 02: Apply Your Framework
      4. Step 03: Organize Your Approach
      5. Step 04: Houdini Implementation
      6. Step 05: Self Review
      7. Step 06: Submission For Review (Optional)
      8. A Final Note
  13. BONUS Level

    8 lesson
    1. Level Overview
    1. Bonus Compositing

      1. Bonus Compositing - Section Introduction
      2. Houdini Scene Intro + File Downloads
      3. Houdini Scene Node by Node Overview - Bonus Compositing
      4. Houdini COPS Compositing
      5. Adobe After Effects Compositing
      6. Nuke Compositing (in progress)
    2. Bonus Project Files - 7 Day FX Challenge

      1. 7DFX - Project Files
  14. The Studio Squad™

    21 lesson
    1. Curriculum Intro
    1. Phase 1 - Freelance + Client Foundations

      1. Phase 1: Downloads + Files
      2. Phase 1: Intro
      3. Phase 1: Lesson 01 - Freelance Identity
      4. Phase 1: Lesson 02 - Freelance Niche
      5. Phase 1: Lesson 03 - Your Positioning Statement
      6. Phase 1: Lesson 04 - Rates and Pricing
      7. Phase 1: Lesson 05 - Your Client Inbound Script
      8. Phase 1: Lesson 06 - Review + Next Steps
    2. Phase 2 - Pre-Production

      1. Phase 2: Downloads + Files
      2. Phase 2: Intro
      3. Phase 2: Prerequisites
      4. Phase 2: Outline
      5. Phase 2: Step 00 - The Project Context
      6. Phase 2: Step 01 - The Initial Idea
      7. Phase 2: Step 02 - The Project Outcome
      8. Phase 2: Step 03 - The Delivery Mechanism
      9. Phase 2: Step 04 & 05 - Visual and Story Ideation
      10. Phase 2: Step 06 - Storyboard
      11. Phase 2: Step 07 - Shot Boarding
      12. Phase 2: Step 08 - The Project Navigator Blueprint™

  

From the basics of Houdini, to full environments and simulation workflows.

We learn it all.

In fact there's quite a bit covered in the 

81 hours 19 minutes and 29 seconds

that we get to spend together ;) 

LEVEL 1: Concept Foundations

We start from the basics, introducing everything from the ground up.

We cover the core foundations and data that make up the information Houdini operates on.

(a few lesson screenshots featured below) 

LEVEL 2: Core Concepts

 We continue where we left off in Level 1, and start building up our knowledge of the "language of Houdini". We understand what Houdini does at a core level, and what is happening as Houdini reads through our network and setups.

(a few lesson screenshots featured below) 

LEVEL 3: Procedural Systems

We start to connect the dots of why Houdini is so powerful, we see how to design and organize key procedural components that can be used in our projects. 

(a few lesson screenshots featured below) 

LEVEL 4: Houdini Applied

Now we begin to apply everything we've learned about how Houdini operates and how to design and approach our projects. We learn the implementation for our big goals we set up in previous levels. 

(some lesson screenshots featured below) 

LEVEL 5: Boss Battles - Workflows Applied

(A free Boss Battle sample project is on YouTube)

In real-world projects, we apply our new technical knowledge to showcase how we can tackle these complex projects from scratch. Each battle you can approach on your own, or watch me walk through each step and stage to create the finished work.

(a few lesson screenshots featured below) 

LEVEL 6: Simulation Fundamentals

 (A free RBD sample lesson is on YouTube)

Now that we know how real projects are completed, we'll expand our Houdini knowledge into the "fun parts" of Houdini. We'll get a FULL understanding of how simulations work in Houdini, and in depth lessons covering how to actually create shots using solvers such as Pyro, RBD, and more.

We cover SOP based workflows, DOP based workflows, and a full understanding of how to set them up for your own projects.

(a few lesson screenshots featured below) 

MY PROMISE.

LEVEL UP: HOUDINI

 

BUT WHAT IF THIS WON'T WORK FOR ME?

- You reading this now

 

Fair question. Look, I get it.

Investing in a program like this does carry some risk.

 

You might be asking yourself now...

What if I don't learn anything?

What if this doesn't help me understand Houdini?

What if this doesn't help me apply any of it to my own projects?

What if this is like the other workshops I paid for, where I was left confused and overwhelmed?

What if I'm just not cut out for Houdini?

 

I understand these thoughts and doubts, because for years I asked myself those exact same questions every time I tried to learn Houdini.

Every time I bought a new workshop, I hoped it would be *the one*.

But it never was.

That's why I built LEVEL UP: Houdini differently - so you don't have to guess or doubt if this is something you're cut out for.

And to prove how confident I am, I'll take the risk off your shoulders.

When you join, you'll be covered by the "Understand Or It's On Me" 30-Day Guarantee. Here's how it works.

 

If within 30 days of joining, you don't feel

  • Clearer on how Houdini actually works under the hood
  • More confident using Houdini
  • Genuinely excited to keep working and learning

Then I don't think I deserve your money.

 

Just let me know within 30 days of joining, and I'll give you a full refund.

No hoops to jump through, no proof required of you having to try.

No questions asked.

  

- William

 

Get Started Right Now →

IS LEVEL UP RIGHT FOR YOU?

  This program isn't for everyone.

That's by design. 

 

LEVEL UP is built for and works for a specific type of artist.

Read both columns, and decide based on where you are right now. 

 

This is for you if...

  • You've been learning Houdini for a while (tutorials, workshops, YouTube) and you still can't work confidently on your own ideas.    

 

  •  You want to design and finish your own shots and full projects, from your idea to the final render, without needing any tutorials to get there.

 

  •  You want the kind of Houdini foundation that makes freelancing possible, maybe not today, but when you decide you're ready.

 

  • You can follow along when someone shows you what to do, but the moment you open a blank scene on your own, everything stops.

 

  •  You're willing to start from the ground up, even if you've used Houdini before, because you know the gaps in your foundation are the real problem.

 

This is NOT for you if...

  • You're looking for a quick shortcut or instant results. LEVEL U is a structured program, it works for the artists who show up and do the work.

 

  •  You just want someone to give you the nodes to copy for a specific effect. There are plenty of workshops for that, this isn't one of them.
     
     
  • You want a dedicated FX specialization course, pure Pyro, pure RBD, nothing else. (We do cover simulations in depth, but as part of a complete generalist workflow)

 

  • You're not willing to think. The Thinking-First Approach™ means you'll be reasoning through setups, not just following them. If that sounds exhausting rather than exciting, this probably isn't the right fit.

 

  • You want to stay comfortable, watching tutorials indefinitely without committing to building something of your own.

A FINAL NOTE

 

You didn't end up here by accident.
 
You're here because something isn't working. Because you've put in the time and Houdini still isn't clicking the way you know it should.
 
You're not stuck because Houdini is too hard. You're stuck because the way it's been taught to you - nodes first, thinking last - has left a gap that no amount of tutorials will fill.
 
This is what comes next.
 
Not more content. Not another workshop that leaves you with someone else's nodes and none of the understanding behind them. A system built around one core idea, that the thinking has to come first.
 
 
I know what it's like to be exactly where you are.
 
And I built LEVEL UP because I couldn't find the program I needed when I was stuck. Everything I tried taught me the buttons to click. Nobody taught me how to think.
 
That's the one thing this program does differently. And in my experience, it's the only thing that actually matters.
 

 

I built this program so you don't have to spend years figuring that out the way I did. 

 

 

- William Hendrickson

Founding Artist, WTTR Labs + WTTR Studios

YOUR INVESTMENT

Everything you need.

Nothing you don't.

 

Every piece of LEVEL UP exists for one reason - to get you working independently in Houdini and creating shots on your own.

 

 

 The Complete LEVEL UP Curriculum - all 7 levels [$1,997]

81+ hours of thinking-first Houdini training. From concept foundations through procedural systems, applied workflows, simulations, and full cinematic projects.

 Most artists piece Houdini together from years of scatted tutorials, LEVEL UP gives you the complete path in order, starting with the thinking that everyone else skips.

 

Boss Battles: Real World Projects [$997+]

Complex, challenge-based projects you can approach independently, or watch me (Will!) work through step by step. The gap between "I followed along" and "I built this myself."

 A big-name school Houdini workshop covering one project can cost $500–$900. Boss Battles cover environments, procedural modeling, simulations, and full Karma rendering, across multiple projects.

  

Houdini: VAULT - Completed Project Files [$497]

Every completed Boss Battle project, broken apart node-by-node. Study the decisions, borrow the structure, use it as a reference for your own work. [Houdini Indie files only]

Access to full Houdini project files for study isn't something you can find easily, most studios treat these as proprietary. This is the closest thing you can get to working alongside a professional.

 

Lifetime Access + all future levels [$997]

Every lesson added in the future, is yours at no extra cost. Buy once, keep everything. The program grows with you.

Most platforms charge per course or require an ongoing subscription. LEVEL UP is a one-time investment, future price increases don't affect you.

 

Q&A Support [Included]

Get stuck? Ask and I'll help!

I answer questions directly, and update and add new lessons based on what students are struggling with.

 

 

 The Complete LEVEL UP Curriculum [$1,997+]

Boss Battles [$997+]

Houdini: VAULT [$497+]

Lifetime Access [$997+]

Q&A support [included]

Total value $4,488

 

Standard Price $897

🎉 LEVEL UP: Houdini turns 1 year old this November!

To celebrate, enrollment is at a special anniversary price through 11:59PM UTC-4 November, 30th 2026.

$697

save $200 

(or 3 payments of $267)

backed by the "Understand or it's on me" 30-day guarantee. No questions asked.

Join Level Up: Houdini →

00

DAYS

00

HOURS

00

MINS

00

SECS

LIMITED TIME ANNIVERSARY PRICING 

⚠️ Price increases as the program grows ⚠️

Every new level, Boss Battle, and update raises the price, but everyone already enrolled keeps full access at no extra cost.

  

 

Frequently Asked Questions

LEVEL UP: HOUDINI

 

  • Do I need any prior Houdini knowledge?
    • No, this program starts at the absolute basics. We cover everything from scratch, and if you're new to Houdini or 3D there will be plenty of help to get you started. But the program is also designed so intermediate and more advanced artists can use the same foundations to fix gaps, eliminate bad habits, and master the problem-solving skills they might have missed out on before.
  • Is this too basic for intermediate or experienced artists?
    • Not at all. In fact this program teaches most of the missing skills that artists can go years without learning. Many intermediate artists know how to follow tutorials, but might struggle with...
      • Planning shots from scratch
      • Debugging broken networks
      • Understanding what Houdini is actually doing
      • Design clean, modular, reusable setups
      • Structuring projects and scenes so they don't break with complexity
      • Breaking down references into actionable steps to implement
    • LEVEL UP: Houdini doesn't just teach the implementation, but it teaches the thinking and the problem solving that advanced artists need to rely on daily. If you want deeper mastery, clean workflows, and confident understanding in how to build your own ideas. Then this is for you. 
  • Is there a payment plan option?
    • Yes, you can pay in 3 monthly installments.
  • What if I've already taken other Houdini courses or workshops?
    • LEVEL UP: Houdini isn't a traditional workshop. Instead of 12 weeks of endless screen recorded tutorials teaching you how to complete a single shot. We learn the foundational skills that will empower you to design your own shots.
    • This program is designed to teach you how to approach your own ideas, and plan them out, to be implemented on your own. In short - it teaches you how to think so you won't need another workshop. You'll just have the skills to complete the shots on your own.
    • If you've ever taken a workshop form Rebelway, Double Jump, or other big name workshop schools and still struggle to put your own ideas into practice. This program will fill the missing gaps that those big workshops often skip over teaching.
  • What if I know how to make small shots, but just have trouble with bigger projects?
    • This is exactly what LEVEL UP: Houdini will help solve. Inside the program you learn how to
      • Break down and "read" a reference image or shot
      • Define your big picture goals
      • Break down the shot into big ideas
      • Plan workflows based on your exact shot
      • Structure your scene / shot in a way that lets you stay organized
      • Solve your problems in the right order
      • Scale your scenes while keeping them in control
      • Design the steps and workflows yourself
      • Implement them all in Houdini to bring the shot to life
    • Many experienced or advanced artists know lots about Houdini. But they are often learning smaller parts to different systems all in isolation. LEVEL UP: Houdini teaches you how to assemble those parts into a full, clean, and cohesive understanding of how Houdini works. So you can design any shot you want.
  • How is this different from tutorials or workshops form Rebelway or Double Jump?
    • Tutorials and workshops teach you how to complete a specific shot. Often times with longer single workshops, you spend weeks copying nodes, following instructor's step-by-step, and memorizing someone else's logic instead of learning how to design your own. By the end of the workshop you have a cool project, but the steps you did are often so complex you have trouble translating those into your own ideas.
    • LEVEL UP: Houdini is different, instead of a long workshop where you focus on one project. We start from the basics and teach you the understanding of Houdini, the problem solving, and the frameworks you'll need to complete these bigger shots on your own. You learn the why behind every decision that's made, and you gain the skills to build your own ideas, not just complete someone else's project.
  • What if I get stuck?
    • You have full access to Q&A support where I can answer your questions and guide you through problems. The curriculum even evolves and adapts based on students questions and experience - so as more questions come up, I design and record new lessons to help students with what they are struggling with.
    • This is not a "watch and forget" linear course. It's a guided program designed for a full Houdini transformation, by the end of the program you'll be shocked at how much you've learned and how simple new projects now feel.
  • What do I get after the course is over?
    • After you complete the program, you'll get continued access to all additional lessons and levels added (at no extra charge). This program will be expanding in future months, and as more lessons are added you keep access to all of them.
  • Is this right for me if my goal is freelance work?
    • Absolutely! I've been a full time freelancer my full 3D career, and this program is the distilled result of everything I've learned about using Houdini. Inside this program you learn the most important parts of being a freelance 3D artist. Those key skills, aren't just creating cool renders but they are...
      • Being able to design and break down projects and shots on your own
      • Being able to solve problems on your own
      • Delivering full end-to-end shots (initial idea to final pixels) without hand-holding
      • Building clean and reusable setups and templates that can be reused across shots, projects and clients
      • Building fast setups (that still work)
      • Knowing how to deliver and complete projects
    • LEVEL UP: Houdini gives you all these skills and more. It's the program I wish I had when I started my 3D journey so it's the exact reason why I built it for you.
  • What's the format of the lessons?
    • All lessons are recorded ahead of time and are not delivered live. This allows you to watch and progress at your own pace, and watch lessons as many times as needed.
  • English is not my native language - do you offer subtitles?
    • Yes! All lessons and videos have English subtitles available (these subtitles will work correctly with a subtitle translator). 
  • How does the "Understand or It's On Me" Guarantee work?
    • The guarantee is just a 30 day, no questions asked, get your money back guarantee.
    • So if at any point during the first 30 days (starting from when you purchased the course) you don't feel like it was worth the $$$ you spent. Then let me know and I'll issue you a FULL Refund. 
    • There's no "requirements" for having to complete a certain number of lessons, or submit any homework assignments. So you can request a refund for any reason ...even if you just decide you don't like me, or the way I teach :(

 

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