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Houdini 11 Sneak Peek


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Kim Davidson introduces Houdini 11 with some exciting new demo videos showing key features. From dynamic fracturing to FLIP fluids to hardware rendering to shading and lighting improvements, there is a little bit for everyone.

At the end of the article is a link to our SIGGRAPH launch event in Los Angeles. Be sure to register if you are interested in joining us as we celebrate the new version with the community.

Check it out here:

http://www.sidefx.com/index.php?option=com_content&task=view&id=1752&Itemid=316

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I wonder if the voronoi-thingy will be the same tool johner did, or something better integrated...feature-wise it looks exactly the same.

Johner's tool has some really convenient features to it, but because it is python it can get a bit slow.

The houdini breaking tool is more general (as the computation is split in several parts (different sops)) - and can be used for other things than breaking.

The obvious breaking pattern you can quickly get with it is the voronoi, but it does not need to be a voronoi pattern. I've fed it different patterns, if you understand the algorithm that Johner uses to generate those pieces you will be able to quickly design your own patterns. You could already do that with Johner's version, but you will have to make modifications to some of the python.

I anticipate that some form of this tool will eventually completely replace the cookie. With Johner's tool you can already get concave shapes by grouping convex shapes together.

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I wonder if the voronoi-thingy will be the same tool johner did, or something better integrated...feature-wise it looks exactly the same.

All I can say is the H11 stuff is much faster, more flexible, more robust (leaps taller buildings in fewer bounds, etc.)

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dang you, powerful artists that have "inside" info, while the rest of us, mere mortals, have to wait until July :P

Also, regarding the "geometry lights"...is it just a convenient way to assign emission to geometry, or is it something really new? I mean, do you need GI to get this geometry lighting, or is it really turning geometry into shaped lights? ´cause if you need GI I don´t see what´s so new about the feature (apart from a convenient shelf-based interface, of course).

Not that I want to turn down the hype on the new features, just trying to understand them better...

Edited by Netvudu
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dang you, powerful artists that have "inside" info, while the rest of us, mere mortals, have to wait until July :P

Also, regarding the "geometry lights"...is it just a convenient way to assign emission to geometry, or is it something really new? I mean, do you need GI to get this geometry lighting, or is it really turning geometry into shaped lights? ´cause if you need GI I don´t see what´s so new about the feature (apart from a convenient shelf-based interface, of course).

Not that I want to turn down the hype on the new features, just trying to understand them better...

Not sure cos I haven´t tried them but the new Mantra is much faster, and the new shader architecture look really interesting.

And everybody forget the most important feature: multithreading AttribTransfer SOP.

Ok it doesn´t have all the glamour as fluid sim, bullet, PBR, etc. But actually is more used that all the rest together, so at the end of the day this are the improvements that speed up you work.

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Also, regarding the "geometry lights"...is it just a convenient way to assign emission to geometry, or is it something really new? I mean, do you need GI to get this geometry lighting, or is it really turning geometry into shaped lights? ´cause if you need GI I don´t see what´s so new about the feature (apart from a convenient shelf-based interface, of course).

It is an actual light source which means that it contributes to direct lighting and gets sampled much better than the old emission approach. It also evaluates the shader on the source geometry to determine the light amount/tint. In other words, it's pretty neat.

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