Seido Workshop

Stylized Water in Houdini 22

Build a complete anime-inspired water system in Houdini 22 — entirely in 2D. Learn OpenCL, UV manipulation and Copernicus' new toolset through hands-on modules, then bring it all together in a full stylized shot of a paper boat on water, finished with anime, VFX and photographic grading techniques.

Enrollment opens soon — join the waitlist to be first in line.

  • Hands-on OpenCL
  • 100% 2D water FX
  • Full production project
Course Trailer — Coming Soon
What's the course about?

Water that reads as anime, not physics

Anime water doesn't behave like water. It's a surface of moving shapes — bands of highlight, refracted shimmer, a caustic that reads as a caustic long before it's physically correct. Chasing that look through a FLIP sim is slow, expensive, and fights you the whole way.

This course takes the other road. You'll build a complete stylized water system in Copernicus using nothing but 2D techniques — height fields, UV manipulation, and OpenCL you write yourself — the same thinking that drives real-time VFX and traditional 2D animation, brought into Houdini 22 and pushed further than either does alone.

What skills can I learn?

Build the toolkit, not just the shot

OpenCL, practically

Write kernels that solve real look-dev problems — not a language tour. You'll understand exactly what every line is doing to the pixels.

UV manipulation as an FX tool

Advection, distortion, flow and layering. Once you see water as coordinates being pushed around, the technique generalizes to fire, smoke, magic and cloth.

The new H22 Copernicus toolset

Refract from Height, Height to Caustics and the rest of the new nodes — what they're doing under the hood, and how to push them toward stylized results.

OpenCL & Custom Kernels85%
UV & Coordinate Manipulation90%
Copernicus Node Workflows80%
SOP / LOP / COP Integration75%
Look Development & Shading70%
Compositing & Colour Grading80%

More than individual techniques

The workshop focuses on practical workflows and ways of thinking you can apply to your own shots. Learn how to approach a look, choose the right technique, and build systems that give you precise, art-directed control.

By the end, you'll have the workflows to create and direct your own stylized water — in this project, and beyond it.

Curriculum

Two foundations, one full production

Build the pieces first, then assemble them into a complete, graded shot.

  • Thinking in height fields & UV space
  • Writing your first OpenCL kernels
  • Refract From Height, explained
  • Height To Caustics, explained
  • Building reusable toolsets
  • Layered wave systems from height data
  • Anime-style highlight & shimmer bands
  • Foam, ripples & edge detail in 2D
  • Cross-context setups: SOP to COP
  • Look development for non-physical water
  • Building the scene in SOPs
  • Lighting & look-dev in LOPs
  • Assembling the full water system in Copernicus
  • Post, comp & colour grade
Your Instructor

[Instructor Name]

[Instructor Name] is a Houdini artist and technical generalist with a background in procedural effects, look development and stylized rendering. This course draws directly on that production experience to teach practical, project-based workflows rather than isolated tutorials.

The focus throughout is on helping artists build the technical and creative judgment needed to take a shot from a blank scene to a finished, graded result — and to keep using that process long after the course ends.

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