Pragmatic VEX: Volume 1 – The Manifold of Morphology
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FX Showreel 2020

Pragmatic VEX is a highly planned, highly edited series aimed to increase the technical capacity of artists and TDs. This series will enable you to tackle more complex production shots with complete control and ease by acquiring a deeper technical understanding of how things work in Houdini at the lowest level with a strong applied focus on high-end feature film visual effects production.

Through carefully structured lessons, you'll gain the low-level understanding and control required for high-complexity shots in Houdini. The techniques taught in Pragmatic VEX have been proven in major feature film productions, including blockbusters like The LOTR: The Rings of Power, Star Wars, Aquaman, X-Men and more, ensuring you learn production-proven methods used at the highest levels of VFX production.

Created by Yunus "animatrix" Balcioglu, currently a Senior FX Technical Director at Industrial Light & Magic. Feature film credits include The Lord of the Rings: The Rings of Power, Marvel's Eternals, Star Wars: The Rise of Skywalker, X-Men: Dark Phoenix, X-Men: Apocalypse, Aquaman, Alien: Covenant, Pirates of the Caribbean: Dead Men Tell No Tales, Justice League and many more.

Adaptive Fracture Synthesis and Propagation in VEX – Tokyo HIVE 2025

Adaptive Fracture Synthesis and Propagation in VEX using OpenSubdiv Limit Surface Derivatives was featured at Houdini Tokyo HIVE 2025, demonstrating production-proven adaptive fracture driven by geodesics, eikonal gradients, and high-order limit-surface sampling - the setup I originally developed for X-Men: Dark Phoenix.

Create with ASUS ProArt – Senior FX Technical Director

Pragmatic VEX is featured on ASUS ProArt showcase series.

Face Peeling Using KineFX – GamesCom Asia 2022

Face Peeling Using KineFX was featured at GamesCom Asia 2022 in Singapore, demonstrating a highly procedural and art-directable polygon-folding setup in VEX.

Gradient Descent & Contour Lines – Planar Geometry

Pragmatic VEX is a carefully structured course where every single topic, concept and idea is planned in advance with no idle moments, dead space, gratuitous talking or unplanned debugging for what should have been done offline.

Some of the intricate planning inside the network editor for a single topic.

Gradient Descent & Contour Lines – 3D Geometry

The course avoids the typical pitfalls of improvised tutorials. Every lesson is carefully scripted and edited for clarity. Topics are introduced with live concept sketches, then demonstrated step-by-step in Houdini, ensuring you fully grasp the idea before applying it.

All course content is recorded in 4K resolution, providing pristine visual clarity for optimal learning in any device whether it's a tablet or a high resolution large display.

Gradient Descent & Contour Lines – Contour Lines

Provided in this course are over 15 hours of high-density practical video content spanning 162 videos.

Gradient Descent & Contour Lines – Heightfields

Almost all cook times and idle moments are edited out, and some parts are sped up (2-5x) like concept drawing, code writing, viewport/network navigation, and node layout, etc. The focus is on quality rather than total running time, and as such the course length is not the best way to estimate the actual value.

Catmull-Clark Subdivision – Introduction & Rules

That's why I don't spend 1 hour explaining what a string is, or how to call a function as there are so many resources online covering those to exhaustion. They will be assumed knowledge. Basic courses are plenty, it's the advanced courses that are scarce.

OpenSubdiv Patches in VEX

If you feel that, at any point, you are lacking some prerequisites, I would highly recommend referring to Houdini documentation.

Moving Points to the Subdivision Limit Surface

Pragmatic VEX covers as many areas that have relevant areas to have a solid volume with a similar theme and flow, that not only progressively scales up on complexity and intricacy, but is also filled with countless practical production-proven tips and tricks from beginning to end.

Creating Isolines on the Subdivision Limit Surface

Topics covered:

Volume 2:
Linear Algebra & Matrix Decompositions
Principal Component Analysis [PCA], Singular Value Decomposition [SVD]
Eigenvalue Decomposition [EVD], Eigenvalues, Eigenvectors, Eigenbasis
Polar Decomposition, Orthogonality, Diagonalization
Matrix Transposition, Diagonal Matrices, Orthogonal Matrices, Orthonormal Matrices
Matrix Pseudoinverse [Generalized Inverse], Moore-Penrose Inverse, Projection Matrix
Matrix Norms, Matrix 1-Norm, Matrix Infinity-Norm, Matrix Max-Norm, Frobenius Norm, Spectral Norm
Tensors, Vector Spaces

Vector Field Dynamics: Deformation Analysis & Transformations
Fluid Dynamics, Continuum Mechanics, Stress Tensor Analysis
Velocity Gradient Tensor [VGT], Fluid Flow Analysis, Field Distortion & Volume Change
Deformation Gradient Tensor, Principal Deformations & Principal Deformation Directions
Strain Tensor, Strain Rate Tensor, Vorticity Tensor, Symmetric & Anti-Symmetric Parts of VGT
Material Point Method [MPM]
Galilean invariance

Fitting & Principal Analysis
Regression Analysis, Data Fitting Techniques, Multivariate Analysis, Dimensionality Reduction
Best Fit Line, Best Fit Plane, Rigid Transform Matrix Computation
Outer Product, Covariance Matrix, Point Cloud Normal Estimation
Linear Least Squares [LLS], Principal Axis Computation
Anisotropy-Aware Sheet Refinement and Gap Filling in Thin FLIP Fluids
Spectral Analysis

Curvature, Surface & Shape Analysis
Differential Geometry, Topological Analysis, Computational Geometry, 3D Surface Analysis
Curvature, First Partial Derivative, Second Partial Derivatives
Hessian Matrix/Tensor, First Fundamental Form, Second Fundamental Form
Shape Operator, Weingarten Map, Smoothing the Shape Operator, Shape Index, Willmore Energy
Maximum/Minimum Principal Curvatures & Directions
Mean Curvature, Gaussian Curvature, Normal Curvature, Curvedness, Difference of Principal Curvatures
Monoclastic, Synclastic & Anticlastic Surfaces
Geomorphology, Geomorphometric Analysis, Terrain Analysis, Heightfield Analysis
Asymptotic Lines, Asymptotic Curves, Asymptotic Directions
Minima, Maxima, Umbilical Points
Curvature Tensor, OpenSubdiv Curvature, Analytic Differential Curvature
OpenSubdiv Derivatives, OpenSubdiv Normals, Intrinsic UVs
Minimal Surface
Intrinsic Distance Metrics: Geodesic Distance, Biharmonic Distance, Diffusion Distance
Shape Relaxation and Smoothing

Geometric Transformations
Affine Transformations, Homogeneous Coordinates, Coordinate Systems
Point Line Projection, Computing Arbitrary Linear Transformation Between 2 Point Clouds
Shape Matching, Rigid Transform Matching
Iterative Closest Point [ICP], Point Cloud Registration
Boundary Conditions, Dirichlet Boundary Conditions, Neumann Boundary Conditions

Bounding Geometries, Geometric Decomposition & Convex Hulls
Collision Detection, Geometric Primitives, Geometric Optimization
Oriented Bounding Box [OBB], Oriented Bounding Cylinder [OBC]
Minimum Volume Box [MVB], Minimum Volume Cylinder [MVC], Minimum Area Rectangle [MAR]
Temporal Oriented Bounding Box, Temporal Oriented Bounding Cylinder
Rotating Calipers, 2D Convex Hull, 3D Convex Hull

Differential, Vector, Scalar Fields Analysis, Partial Differential Equations
Partial Differential Equations [PDEs]
Gradient, Divergence, Curl, Vorticity
Laplacian, Biharmonic Operator, Biharmonic Equation
Vector Calculus, Differential Operators, Differential Equations
VDB Analysis, Volume Analysis, Derivatives
Helmholtz Decomposition, Solenoidal Fields, Irrotational Fields, Harmonic Fields, Helicity
Gradient Matrix/Tensor, Jacobian, Field Transformations
Vector Field Visualization, Scalar Field Analysis, Flow Fields
Geometric Integration, Gaussian Derivatives, Root Finding
Q-criterion, Lambda2 Method
Quadratic Equations
Discrete Linear Systems [A·x = b]

Sampling, Interpolation Methods & Finite Difference Methods
Cubic Volume Sampling, Smooth Volume Sampling
Tricubic Interpolation, Trilinear Interpolation, Matrix Interpolation, Closest Point
Finite Difference Methods [FDM]
Discrete Laplacian Stencils
Volume Discretization [Lattice Structure]
Smooth Spherical Linear Interpolation Solver, SLERP, Attribute Interpolation/Fill


Software: Houdini 22
Length: Over 11 hours (~19-20h with upcoming content)
Number of Videos: 151 (216 with upcoming content)


Special thanks to Omar Zarifi, Tiago Novello, Cameron White, Jeff Lait, White Dog, Jake Rice.


Volume 1:
Point Clouds & Geometry Distribution
Point Clouds, Smooth Point Cloud Filtering, Grid Based Point Cloud Lookup [pgfind]
Camera Based Occlusion with Variable Pscale
Point Relaxation, Uniform Point Distribution over Polygonal Surfaces, Self Proximity, Tighter Packing
Clustering, Geometric Advection

Optimization, Kernel Processing & Hashing
Multithreading Geometry Creation, Unique Pair Matching, Operator Decoupling
Kernel Code Generalization, Generic VEX Kernels, Unrolling For Loops
Convolution Kernels, Blurring Attributes, Sharpening Attributes
Cubic Hermite Interpolation [smoothstep], Shaping Functions
Hashing

Field Analysis, Geometry Dynamics & Tracing Techniques
Attribute Gradient, Gradient Descent & Contour Lines [Isolines] on Arbitrary Geometry & Heightfields
Streamlines, Flowlines, Geometry Traversal
Backward Tracing, Forward Tracing, Tracing Curves

Flow Analysis & Visualization
Flow Fields, Flow Field Visualization, Vector Fields, Direction Fields

Edge Operations & Analysis
K-Depth Neighbours Using Edges & Primitives, Half-Edges, Splitting Edges, Optimizing Edge Operations

Subdivision Surfaces, Limit Surfaces, Adaptivity & Geometric Refinement
Catmull-Clark Subdivision, Bilinear Subdivision, Improved OpenSubdiv CC Subdivision Surfaces Algorithm
Adaptive Subdivision, Boundary Rules
Subdivision Limit Surface, Limit Surface Sampling, Isoline Display
Orthonormalization, Quadtrees

Attributes, Group Handling & Fusing
Custom Fusing in VEX, Attribute Preservation & Interpolation, Group Preservation

Light & Reflection
Sea Caustics, Pool Caustics

Performance, Profiling & Design Principles
Performance Profiling, Aggressive Performance Optimizations
Generic HDA Design


Software: Houdini 21
Length: Over 15 hours
Number of Videos: 163


Special thanks to Jeff Lait and Mark Elendt.

Korean translation (WIP) by Seona Hwang.

Rendered using Redshift.

Supercharged R9 – Advanced GUI & workflow enhancements for Houdini

Overlay Network Editor feature is part of Supercharged extension