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  1. 4 points
    I think Cristin mentioned it in the launch event, but but in case anyone missed it: Nearly all the areas presented in H16 will continue on into the next dev cycle. That's not to say other projects won't be started, just that we'll be building on the cool stuff presented in H16.
  2. 2 points
    Make it full Qt app, and stop worrying about bells and whistles, the community does the rest.
  3. 2 points
    Callbacks. Callbacks. No Polling for changes. Callbacks. I don't want to so much as breath without Houdini notifying me about it, in advance. Default State setting for HDAs to work for all states and dynamically generated radial menu for HDAs with multiple states. Event handling for customizable HDA states with override-able methods through the hdaModule(). Make Autodesk even more distraught over the complete annihilation of their "industry leading" rigging and animation tools!
  4. 1 point
    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface [PYTHON]Post Process OBJ Re-Write Upon Export Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color [REDSHIFT] Color Smoke [REDSHIFT] FBX Import Helper Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle VEX Rotate Packed Primitive Via Intrinsic Kohuei Nakama's Effect FLIP Fluid Inside Moving Container Particles Avoid Metaball Forces FLIP Divergence Setup FLIP Transfer Color Through Simulation To Surface Morph Between Two Static Shapes As Pyro Emits Constraint Based Car Suspension Pyro Smoke Gas Disturbs Velocity Wire Solver Random Size Self Colliding Cables Fast Cheap Simple Collision Deform CHOP Based Wobble For Animated Character Slow Motion FLIP Whaitewater Avoid Stepping In Fast Pyro Emission FLIP Fluid Fills Object Epic Share Of Softbody/Grain Setups (Must see!) Balloon, Pizza, Sail, Upres Shirt, Paint Brush Create Pop Grain Geometry On-The-Fly In A DOPs Solver Varying Length Trails Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Qiita Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Guillaume Fradin's Mocap Crowd Series(no longer available) Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma SideFX Go Procedural
  5. 1 point
    SideFX Houdini - History Houdini 16.0 2017-FEB-21 New Network Editor Brand new architecture for better performance, user experience and control Completely redesigned look and feel ‘Dot’ connections to help route wires Customizable node shapes Resizeable colour palette ‘Flyout ring’ to quickly access node flags and node info at any zoom level Persistent node info dialog with live links and cut-and-paste capabilities Visual ‘badges’ to indicate certain properties of the node Multi-selectable and multi-assignable wires Ability to knife-cut wire connections Snapping guides for fast and easy node alignment Automatic shifting of nodes to accommodate new entrants Intuitive, gesture-driven network layout tools Quickmark hotkeys to jump between networks or within one network Dimming of long wires to prevent obstruction of nodes Visual indication of non-local dependencies, with handy jump-to controls Background image support for network boxes or the entire canvas Font size, colour and background controls for sticky notes Optional display of the node type Powerful search engine Modeling Fast Boolean with exact predicates and arithmetic 3D and UV smoothing with advanced surface analysis kernels PolyFill with quads, fans, and more Enhanced PolySplit and PolyBevel Redesigned Copy/Instance and Group Intersection analysis and stitching Robust 2D triangulation Selection enhancements Fast tool access via customizable, gestural radial menus Infinite reference plane with rulers Medial axis snapping Vertex normal support in the viewport for cusping Pseudo-bevelling with Normal SOP Aggressive geometry compression Extensive OpenCL support ‘Compiled SOP’ architecture: parallel cooking and memory savings 3D Mouse support Terrain Brand new architecture for procedural terrain generation Based on height-field volumes in SOPs Full and immediate access to Houdini’s modelling arsenal 30+ dedicated surface operators Powerful erosion models Straightforward workflow, similar to image compositing but in 3D Seamless optional leveraging of Houdini’s compositing network (COPs) Ability to mask areas of interest with freeform curves and texture maps Ability to paint and override any attribute Support for geotiff and several Lidar formats Native output to game engines Fully tileable Game-friendly terrain material and specialized shader for VFX use High-quality visualization in the viewport Dedicated Mantra procedural for rendering Very fast: hardware accelerated via OpenCL Native collision support for Houdini’s physical sim environment (DOPs) Look Development Architecture for single-tiered shader creation in VOPs (no SHOPs required) - /MATs Much streamlined workflow to aid both new and existing users Full support for nested, unlimited shader layering Redesigned VOP node tiles Ray-traced SSS BSDF with image-plane outputs Support for unified nested dielectrics Dispersion and absorption BSDFs Redesigned Principled ubershader with extensive features and controls Updated shader gallery with new entries such as skin, wax and mountain Easy OpenGL tagging of shader attributes for viewport visualization Viewport support for metallics, coat, occlusion, reflection and more Texture baking enhancements OpenColor IO support Per-pixel inspection of material stylesheet overrides in IPR Significant performance enhancements to Mantra Fine-grained, intuitive controls for the quality/performance tradeoff Direct rendering of HIP files containing curves and points with no Engine license Character Many enhancements to the Animation Editor Flexible constraint architecture based on VOPs and CHOPs Biped and quadruped auto-rigs Biharmonic skin capturing to diminish the need for weight painting Fast bone placement with medial axis support ‘Invisible rig’ support in Pose tool Spring-based and FEM-based skin & muscle system Significantly improved FEM soft-body solver Optimized for performance Hair & Fur Complete overhaul of hair and fur creation, grooming and rendering Unrestricted layering of grooming operations in SOPs Rich set of dedicated tools such as clump, frizz, curl, trim, extend and part Flexible masking tools to isolate areas of interest Ability to override any attribute via texture maps or 3D paint Total freedom to mix attribute painting with 3D brushing Equal editing access to grooming guides and generated hair Full preservation of procedural graph Built-in simulation controls Easy and accurate retargeting High-quality hair visualization in the viewport Dedicated shelf tools and desktop Very fast: uses OpenCL and the new ‘Compiled SOPs’ architecture SOP-based Mantra procedural that does not consume Engine license Crowd Simulations Viewport visualization of material stylesheet overrides Animation clip layering Enhanced hip adjustment and foot locking Non-bipedal terrain adaptation Intelligent adaptation to real-time deforming terrain Advanced controls for looping, trimming and self-blending of clips Easy attachment of props such as weapons and clothing Support for custom collision shapes Robust and significantly faster computation of automatic joint limits Improved clip selection and randomization controls Clip renaming and unit conversion during FBX import Native support for collision with height-field terrain Ocean Tools Complete overhaul of the ocean FX architecture Unlimited layering of arbitrary wave spectra in SOPs Infinite oceans: tile-free approach that eliminates concern for artefacts Waves can be applied artefact-free even to deformed/warped base grids Art-directable, animated hero waves can be mixed in seamlessly Masking tools to isolate areas of interest 3D particle foam system for a richer and more realistic look Guided sims: seamless blending of FLIP fluid sim with ocean surface Improved boundary layer that preserves boundary velocities Very fast: OpenCL accelerated Layerable ocean shader that lets you plug in foam particles Render-time evaluation of ocean surface via dedicated Mantra procedural FLIP Fluids Physically correct simulation of surface tension Suction force: art-directable fluids driven by animated geometry Waterline feature: wave dynamics that extends correctly beyond boundaries Enhanced viscosity solver with slip controls Fully OpenCL-accelerated pyro pipeline Native support for collision with height-field terrains Houdini Engine & Games HAPI 3.0: no longer Houdini Digital Asset (HDA) centric; packed primitive support Remote debugger: live view and manipulation of game engine scene within Houdini Many UE4 and Unity plug-in enhancements Dedicated shelf tools for games Rigid-body and breakable simulation export to FBX Blendshape export to FBX Simulation export to textures for use in real-time engines Much improved texture baking More robust PolyExpand2D Houdini 16.0 Price (USD) as of 2017-OCT-18 Package Type Floating Floating Annual Rent Floating Annual Upgrade Plan Node Locked Node Locked Annual Upgrade Plan 30-Days Rent 7-Days Rent FX C $6,995 $4,495 $3,995 $4,495 * $2,495 $625 Core C $2,995 $1,995 $1,495 $1,995 * $995 $255 Engine C $795 $499 * $100 * $35 * Indie LC $199 ** Engine Indie LC FREE ** Education NC $75 Engine Education NC FREE Apprentice NC FREE * * Monthly Renewal * Limit of 5 Licenses per studio. ** Limit of 3 Licenses per studio. * Maximum Quantity of 5 * Maximum Quantity of 10 Houdini 15.5 2016-MAY-19 Modeling New PolyBevel 2.0 SOP New PolySplit 2.0 SOP New Dissolve 2.0 SOP TopoBuild tool (phase II) Variable width offsets in PolyExpand2D Double-click for edge loop selection Double-click for point and primitive island selection Crowds Advanced locomotion controls Direct FBX Imports for agents Vertex normal support for deforming crowd agents New Agent CHOP New Terrain Adaptation SOP Improved crowd steering behaviour Accurate foot planting Mocap Biped 3 with library of motion clips UVs Triplanar UV projection VOP Curvature support for UV Bake Tighter UV island packing in layout Lighting and Rendering Third Party Rendering Support in Houdini Indie - Today: RenderMan, Arnold, and Octane - Coming: Redshift, V-Ray and Maxwell New VR Camera built using new VR lens shader DOF and Motion Blur in OpenGL ROP Overscan rendering support and crop window fixes OpenGL displacement mapping in viewport "Render to Disk in Background" button on SOHO ROPs Photon tracing control in Mantra User Experience Better Euler tumbling in viewport 3D handle enhancements File chooser enhancements Improved geometry snapping Multi row/column pasting in Parameter Spreadsheet Help system enhancements Character "Delta Mush" deformation support Multi overlapping selection in Dopesheet Hair and fur grooming enhancements Performance Faster VEX function loading and more efficient memory use Faster saving of large geometry HQueue performance optimizations Volumes OpenVDB 3.1 Interoperability Many Alembic enhancements Houdini 15.5 Price (USD) as of 2016-FEB-06 Package Type Node-Locked Floating Subscription Houdini FX Commercial $4,495 $6,995 Perpetual Houdini Commercial $1,995 $2,995 Perpetual Houdini Engine Commercial $499 $795 Annual Houdini Indie Limited Commercial $199 --- Annual Houdini Engine Indie Limited Commercial FREE --- Annual Houdini Education Non-Commercial $75 --- Annual Houdini Apprentice Non-Commercial FREE --- Monthly Houdini 15.0 2015-OCT-15 UI GGX and PBR in viewports XML Menus Geometry PolyBridge Block Begin/End Looping Paste at cursor Animation Onion Skinning Character Picker Pane Pose Library Pane Dynamics FLIP handling 2B+ particles Crowds Rag Doll States Rendering Principled Shader (Disney) Shader Layering in VOPs Viewport Normals Material Stylesheets Update IPR Render times info Read PSDs in COPs Bake Textures Houdini 14.0 2015-JAN-15 UI Qt for GUI Visualizer New Color Picker (TMI) Animation Editor (Channel Editor) Workflow Improvements Dynamics Point Based Dynamics (PBD) Crowd Simulation Gas Curve Force Hair Grooming Material Stylesheets Bunch of New Nodes Attributes can now hold Arrays Mantra license now per-machine (previously per-CPU) Houdini Engine for UE4 2015-DEC-03 Houdini Engine for 3dsmax 2015-NOV-06 Houdini Engine 2.0 2015-OCT-15 Houdini Indie 2014-AUG-07 Houdini Engine for Cinema 4D 2014-APR-23 Houdini Engine for Unity 2013-NOV-20 Houdini Engine for Maya 2013-NOV-20 Houdini 13.0 2013-OCT-31 Particles Particles as DOPs VEX-based (Faster) Stream Concept Dynamics Finite Element Solver New Fluid Surfacer Debris Shelf Tool Packed Primitives OpenEXR 2 (ILM) OpenSubdiv (Pixar) OpenVDB (Dreamworks) Update VEX/VOP Can now create geometry Linear Workflow Data Tree Houdini Engine Introduction 2013-JUL-11 Maya Cinema 4D Houdini 12.5 2013-MAR-14 FX CloudFX OceanFX OpenVDB Sparse Volumes Primitive (Dreamworks) OpenCL DOP FLIP Animated Densities, Viscosities & Timescales Bullet Concave Geos New Bullet RBD Constraints Lighting Volume Lights Independent Env Light Workflow Alembic Updates Alembic Procedural Shader File SOP/DOP Create Dirs Geometry PolySoup Primitive Remesh SOP Wrangle Nodes UI Group visualization Coincident Points Bind VOP Houdini Master Price Drop - $4,495 2012-AUG-07 Houdini 12.1 2012-AUG-07 Edge Grouping OpenVDB Initial Integration Alembic update "Houdini FX" Naming Orbolt Smart Asset Store Tetra Primitives Houdini 12.0 2012-MAR-01 Simulations Faster (Pyro, Cloth, FLIP, Hair/Fur) FLIP Viscosity PyroFX 2.0 Re-written core OpenCL/GPU simulation Clustering Pyro Shader SOP Solver Bullet (now default) RBD Rendering PBR for Volumes IES Lights OpenGL ROP Point Instance Procedural Shader Viewport Rewrite - OpenGL 3.2 Performance Monitor New geometry core (GA library replaces GB library) Houdini Master Price Drop - $6,695 2010-JUN-10 Houdini 11.0 2010-JUL-27 Simulations FLIP Solver - See History Dynamic Fracturing (Voronoi) SPH Speed Up Improvements on Fur/Cloth Volume Nodes Shader Building Material Shader Builder Delayed Load Procedural VOP Ptex Uniform Volume Property (PBR/RT) VOPs Shader Effects Collapse/Peg Debug/Bypass Viewport OpenGL Effects (Volumes, Lights, Normals) 11.1 Alembic Support Extended Support for OpenEXR & Field3d Houdini 10.0 2009-APR-16 Simulations Distributed Sims Smoke Up-res Rendering Progressing Interactive Photo-realistic Rendering (IPR) PBR Multi-threading Engine now implemented in VEX Deep Camera Maps Dynamics RBD - ODE Cloth Crumpling/Tearing Misc Stereo Support Sticky Notes Shaking Disconnect Shift/Ctrl movement shortcuts MotionFX Houdini Apprentice HD - $99 2008-JUN-12 Houdini 9.0 2007-SEP-20 Fluid Dynamics Solver Liquids Smoke & Fire (PyroFX) New User Interface Tool Shelf Parameter Interface Mantra PBR & Volume Rendering Volume Primitives Python Support 9.5 Mac Support (2008-JUN-12) FBX Export Houdini Master Price Drop 2007-MAR-01 Floating: $9,995 Node Locked: $7,995 Houdini 8.0 2005-OCT-06 New Dynamics Architecture DOPs Light Linking and Interactive Photorealistic Rendering (IPR) Character Workflow Improvements Irix Support Discontinued Disney's The Wild, C.O.R.E. (3 Years - 2006-APR-20) 8.1 Auto Rig Muscle Houdini Master - $17,000 2005-OCT-06 Package Floating Node-Locked Houdini Select $1,299 $1,599 Houdini Halo --- $2,999 Houdini Escape $1,999 $2,999 Houdini 7.0 2004-SEP-20 Takes Manager RSL VOPs Channel List / Dope Sheet Documentation File Loading Free HDK Houdini Escape (Model, Anim, Texture, Light, Render) - $1,999 RenderMan Support Character Tools Improvements Houdini 6.0 2003-MAY-08 Digital Assets (OTLs) 6.1 UV Pelt (2003-JUL-23) Syflex Plugin (2004-FEB-09) - $2,200 Character Workflow Improvements Houdini Master 2002-JUN-28 Houdini Halo (Comp) 2002-JUN-22 Houdini Escape (Character) 2002-JUN-22 Houdini Apprentice 2002-JUL-09 Houdini - $15,999 2002 Houdini Select - $1,299 2002 Houdini 5.5 2002-MAY-14 64-Bit Support [*] New COPs (COP2) Deep Raster VOPs Major new Character Tools Houdini Community Section on website X-Men 2 BAMF - Vijoy Gaddipati, Lead FX TD, Cinesite. (Released 2003-MAY-6) Houdini 5.0 2002-MAR-12 Mental Ray (2001-JUL-11) Viewport Modeling Solaris Support (Later dropped) Houdini Select - $1,999 2001-AUG-13 Houdini 4.0 - $17,000 2000-JUL-24 [*][*][*] Resizable Panes VEX (Mark Elendt) [*] Mantra Updates Linux Port [*] 4.1 TouchDesigner was derived from this version. [*] Houdini 3.0 1999-OCT-02 [*] Motion Capture (Mouse, Keyboard peripherals) Subdivision Surfaces Higher Order Rational Curve Networks WREN Houdini 2.5 1998-MAR-28 [*] POPs CHOPS Windows NT Port Houdini 2.0 1997-AUG-05 [*] UI Enhancements Four View Modeller Advanced OpeGL Display (Transparency & Projected Spotlights) Mantra 4 Fast Motion Blur Lens Flare Built-in Network Rendering Modeling Surface Pasting Animated Trim Curves Nested Intersection Trim Loops Clay Tool Sleletal Capturing and Deformation Tools Operator Subnetworks Houdini 1.0 - $9,500 1996-OCT-02 [*] First Non-linear 3D Environment (Procedural) 3D and 2D tools Integration Nurbs RenderMan Front-end Scripting and Expression Language PRISMS Short History [*] Execellent Review of Prisms, includes lots of screenshots! [*] DATE VERSION UPDATES 1998 PRISMS 7.0 Final Ship 1997 PRISMS 6.4 SGI O2 Compatibility 1997 PRISMS 6.3 RenderMan Interface 1996 PRISMS 6.1 Optimizations (Houdini 1.0 at SIGGRAPH) 1995-JUN PRISMS 6.0 Introduction of Sage, the node-based package for modeling. This was the prototype of Houdini. 1995-JAN PRISMS 5.5 L-Systems 1994-JUN PRISMS 5.4 MOCA, TIMA 1993-DEC PRISMS 5.3 MOJO, ICE, Metaballs 1992 PRISMS 5.2 FPaint Added (new C++ UI libs) 1991 PRISMS 5.1 Full-width Graph 1991 PRISMS 5.0 Crystal2 Renderer Eliminated 1991 PRISMS 4.5 Particles 1990 PRISMS 3.0 Mantra Raytrace Renderer Added 1989 PRISMS 2.0 Patch Support, Deformation SOPs 1988 PRISMS 1.5 Initial SOPs, Light Editor 1987 PRISMS 1.0 New motion editor and modeler combined to form action. Installer File Sizes * I set some parts to BOLD to emphasize particular version highlights. * References: Google, OdForce Wiki, SideFX Press, Houdini Help Docs, CG Channel, CG Press, Nekochan. * For those interested, I also posted a Houdini FLIP History blog post here.
  6. 1 point
    hello, anyone has some info on how they managed to do so many shots with water simulations in moana? they all seems pretty detailed sims, i wonder how did they handled the disk space and iterations time for the simulations. houdini was used? I didn't find may info on google
  7. 1 point
    blast the 'inside' group -> divide 'remove shared edges' -> ends 'unroll' voronoi_edges.hipnc
  8. 1 point
  9. 1 point
    Or you can convert your front group from primitives to points and then create another group from the points using Edge Depth , so it's kinda growing your selection from the tips. PS. They should add something like "Edge distance" in attribute transfer, one day...
  10. 1 point
  11. 1 point
    I actually agree with you on this completely. Especially, with trying to pitch Houdini the hard-way, LMAO! So many stories... Maybe something SESI should advertise more is the concept of their Daily, Production, and Minor Build releases. At some major VFX studios they had very good built in processes to handle this i.e. R&H and DD, that may seem black arts to most non-Houdini manager's and studio's, not us the current users, who are only used to Major Production releases due to Autodesk. It's actually easy to implement a system to check these with Houdini's architecture, however, it's not common knowledge. At R&H there was over 130 active seats of Houdini, plus a larger 1000 person+ international studio system prior to the bankruptcy, on several productions, on several branches, with internal and external alpha(s) and beta(s). It was a good pipeline for this and getting better. I applaud those guys, especially the Diaspora from LA. This could be wrapped into a production tool distributed by SideFX. What everyday consumers consider a download manager or launcher, i.e. similar to the Unreal Launcher, Steam Launcher, or an OS updater. However I would make it a two fold system where for major studios you keep the same traditional launcher, but this is the "production" launcher. Where you can easily beta your tools and release into the native ecosystem. Especially now with HDA comparison tool they spoke of, it would be possible to have a Houdini specific Integration/Performance Test for studio environments. The daily build system has this as can be noted by the "bad" builds that turn pink/?red?. Plus they have the farm system, plus all the other technology at SESI disposal already. It won't prevent every problem, but by comparison to a game engine development team, or the money on the line for a VFX blockbuster, this type of update should be extremely minimalist in comparison and fit within a AAA development cycle for games for certain. It would be a great studio tool, that they could provide so you don't have to rebuild the same tool set at every studio. lol, sorry, I had to go flip a table, I'm back now. "A SideFX production launcher", this would of course be a very big wish, maybe for the next major version Something to talk about
  12. 1 point
    In regards to exporting Pyro FX to a sequence of images to use as sprites in UE4, I suggest giving this a watch: https://www.udemy.com/game-effects-using-houdini-ue4 Should help you a bit with getting a setup done and it has some hip files in there to dissect.
  13. 1 point
    Just copy the code directly to a new shelf tool. That is where I run it from. The line you want to change is this one. lst_node_root = ["/obj","/shop","/out"] # Change to.. lst_node_root = ["/obj/my_subnet"] It should make a folder on your desktop called HipAsCode.
  14. 1 point
    Interesting points, but I am going to disagree a bit (or weigh your arguments differently I suppose) For major (any more than a year length) projects it is reaaaaly vital to have predictability, especially in the current decade I think. As you may have experienced (or heard from people around you, as we are both in the same industry I think) is that it is already really hard to convince the people of new technology, especially if it can make or break the effort of 300+ people over more than 3 years. So for Sesi I think it is important to do as much to keep the adoption rate over time as high as possible. Right now games are quickly adopting it, but people in that industry have been known to be very stubborn at times, "doing things how they are used to do them", so more variation in change is probably not a good idea in that regard. For example people are really keen on stuff improving without it changing, which is already quite hard to do with procedural tech (butterfly effect of different inputs) It is totally possible that management would enforce the same version of software for more than a couple of years, especially in the 2nd half of projects, unless there are super obvious advantages. While with Houdini there are many improvements every time, which is clear to TAs and TDs, sometimes its hard to convince the people with less technical know-how. Clear demarcations of versions and roadmaps are probably a good way of ease the mind of people who make these kinds of decisions. That said, I do agree on these points for small/personal projects, where you have complete control over what software to use. [after ninja]: yeah the stuff on their longer-term roadmap sounds extremely neat
  15. 1 point
    You can also use the pop attract dop. The sop setup is pretty much the same as above https://i.imgur.com/2uM2AhZ.gifv
  16. 1 point
    You could do something like this: forceFromNormals_dv.hip
  17. 1 point
    You're better off rendering fluids and simulations in Houdini with Mantra. I use Unreal Engine and Houdini on a daily basis and there's just no clean way to render volumes and geometry sequences. There are some kludges out there but why bother if you're starting in Houdini to begin with?
  18. 1 point
    You can try adding velocity of the geometry and use that to drive the flip particles. I've attached a scene where i've set the velocity vectors to flow up and over the geometry using a cross product, then added it into the sim using point cloud nodes in a POP VOP. geoDrivenFluid.hipnc
  19. 1 point
    Hi James, I couldn't open your file for some reason. I've attached a quick and dirty example. I've used a remesh node to triangulate you mesh and a divide node set to Compute Dual to convert it into Hexagons. It needs some tweaking as the hexgons aren't a perfect grid, it may be worth looking into the scatter or points from volume nodes to create your triangulated mesh. Hexagonal Growth_SeanR.hipnc
  20. 1 point
    ok, I've gone back to the orig author's tiny scale and forced it to work....slow as hell tho...but of course, that should be put down to my inexperience. I've changed the method for importing the rings into the DOP, using rbdpointobject, a ring is placed at each point of the line. Then I changed the solver to RBD instead of bullet, it's the only way I could make it work with such tiny scale with no explosion/falling thru... Now contact points are pretty good, tho can't find where the friction is to make em slide a bit more...In the solver Substeps, had to play around with Min/Max substeps and CFL condition... Any pro advice are appreciated, and no I didn't mean to hijack this from the orig author in anyway... curtain_03.hipnc
  21. 1 point
    You can alternatively try a wire sim which tends to be fairly straight forward on your curve, and attach leaves to that afterwards
  22. 1 point
    I want Houdini 17 to make me pancakes with syrup.
  23. 1 point
    H17 development branch starts immediately. Best not to wait! Edit: on that note version numbers are overall feeling a touch archaic. Good for marketing but would be more fun to be modular and add in features as they are developed.
  24. 1 point
    I did one of them yesterday. It's based on a tube btw. Here is the code: #include <voplib.h> vector pos = normalize(@P); if(@ptnum < 4) pos = {1,0,0}; float speed = chf('speed') * -1; vector polar = vop_topolar(pos) * $PI; float angle = @Time * speed + polar.y; matrix3 mat = ident(); vector axis = {0, 1, 0}; rotate(mat, angle, axis); pos *= mat; @N = pos; gif_diamond_turbine.hipnc
  25. 1 point
    Well really, is happening again, 16 is not even released and we start to ask about 17. Honestly give the guys a well deserved rest for a month, like they can enjoy what they have achieve in 16 which is huge, and then start to think in 17. Take it easy
  26. 1 point
    You could try a simple animated mountain sop on the result of the copied leaves. I just did something similar with a swaying palm tree.
  27. 1 point
    Oh, I see. I think that's because the collision padding was set to 0 and the object is too light (low density). Less means more precise with col. padding, but I don't think you can set that to zero (although I might be wrong here). With 0.001 col. p. and 2000 density it looks like this: I cropped it, but this frame 220 of your original file
  28. 1 point
    I did a speed test and when I didn't use the results pcfind was super fast which was suspicious, but after I save the number of elements found in an attribute, pcfind was about 15% slower than pcopen. Nothing unusual. pcfind is nicer to use but pcopen has a few nice functions like pcfilter that gives you a nice averaging of attribute values. It's not as easy to do for pcfind as you have to do it for many attribute types yourself. What about pgfind? Anyone used it before?
  29. 1 point
    Here's a way, stealing a trick Anim posted a couple of years ago ( http://forums.odforce.net/topic/16837-is-it-possible-to-fuse-points-with-the-same-attribute-values/?hl=fuse ) If you run a fuse in unique mode to split each face, then an assemble sop, each face is packed, meaning you manipulate it like a point. After you distort the packed faces they naturally become separated, so anims trick is put a rest before the distort, then in a wrangle store the shifted positions, swap to the rest pos, fuse sop, then restore the shifted positions again. prim_distort.hipnc
  30. 1 point
    One thing I recommend you to look at is to skin sim particles this way: vdb from particle fluid or vdb from points -> vdb reshape (dialate) -> smooth vdbs -> vdb reshape (erode) When you need to smooth the sdf result from apoint conversion, no matter if is with the new particle surface or the point one, always "dilate, smooth, erode", this way you can smooth out and preserve finer details without crunching out the drops and small details. I always stay away from the new black box particle surface, I like more the initial conversion with vdb from points more, then I use all the vdb pipeline power.
  31. 1 point
    You should just use the Trail SOP to build the trailing points. You were correct to think about using the Add SOP to build the line, but you need to make sure to have it build polygons By Group and select the Add option to be by the id attribute. Since the id is unique to each particle (and it's trailed points) it will properly build the lines only between the right points.
  32. 1 point
    Hey all, Unfortunately depth attenuation in the Trace VOP doesn't work in PBR. In case anyone ever needs depth attenuation in glass in PBR, I use this cheap hack: I modified the glass material to include a gather loop that returns the depth of the glass at a sampling point, and I mix in the attenuation color with the refraction depending on that depth. Limitations are mainly backlighting and the incredibly cheap VOP hackery . cheers, Abdelkareem pbr_cheap_att.hipnc
  33. 1 point
    houdini actually makes this really easy with the 'screen window size' parameter on the camera. if you modify this parameter and scale the resolution the same amount you get a correctly overscaned render. here's an example that uses an 'overscan' parameter slider on the camera to concurrently scale the resolution and the screen window size. gl dude -b overscan_example.hip
  34. 1 point
    right....but that doesn't necessarily mean you need quaternion matrices... one of the reasons why matrices are so popular in CG, is that you can concatenate them ("bundle them up" by multiplying them) the result is a single transform matrix you can apply to your points...if you need 2 (or 3, 4, 5 ) consecutive rotations (or even a combo: rotation, translation, scale), all you have to do is multiply their matrices and apply them to P. I'll assume you're using transform matrices for animation, so if you consider a frame to be your time unit, then nothing prevents you from applying as many transform matrices as you want to your object before displaying the final result of this one single frame - that's what all packages do.....concatenating individual matrices... besides, I'm no expert, but I think the quaternion implementation is more involved than regular transform matrices math...and only useful if you want to avoid gimbal lock at any cost... confused yet? like Jason said, you can pretty much use all that stuff as an "end user" ... guilt free reader's digest: http://www.gamasutra.com/features/20020510.../johnson_01.htm pure linear algebra, no transform stuff : http://www.cfxweb.net/modules.php?name=New...article&sid=614