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Houdini 11 Released


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way to go!!! B)

For those of us who own Apprentice HD licenses...and just to be clear about the upgrade process (I did it once, but did it wrong and support had to aid me...I know, I suck)...

do I have to return (or "redeem", or however it is called) my license before installing 11,or if I´m using 10HD then it is redeemed alredy, and what I would do is to unredeem it...uh...ok, I´m lost again. :huh:

If I return it, and upgrade to 11, can I keep on using 10? I´m not sure because I never had to go back to 9 since I started using 10 (thankfully).

Edited by Netvudu
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Very cool, can't wait to explore it!

Edit: I love the new volume surface sop. That's the kind of stuff that makes Houdini so great to use. Nifty little thing. Very clever!

Edited by Macha
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Ahhh, SC 2 and H11 both released on the same day! /universeimplode

Same here, and Zbrush 4 on the way. This is better than... christmas :P

Been playing around with alot of things. I think i will be switching back between 10 and 11 to understand some of the shaders since they have kinda gone the way of the dodo. But i love the new Mantra Surface node. Been playing with the SSS and its been super nice.

Still wish there way an easier way to plug in stuff from other shaders. Ie i want to use the ramp shader to control the opacity, right now i have to edit the original node, and since its pretty complicated trying to find out what switch and if node route where i just end up nuking sections to make way for what i want. But this is due to my impatience seeking out what goes where.

Im really digging the additional fr tools... i mean really digging them. Ive played around with them since last night and i cant wait to add some facial hair and maybe even long hair to some of my characters.

Im really hoping Zbrush include ptex in there export options so i can take advantage of it in H.

The render preview is blisteringly fast, although for some reason sometimes it just stops and then it dosnt refresh like it does at the begining of a session. I was messing about a bit with some H9.5/10 files.

Next up im gonna be playing with some of the new lights and render settings.

And then the almighty fluid stuff.

This is a decent release and I cant wait to dig in more.

Edited by phrenzy84
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I was messing about a bit with some H9.5/10 files.

That's possibly your problem there. The rendering has significantly changed since v10 and old files might not play so nicely with the new stuff. I think you'll find it very stable if you start fresh :).

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Still wish there way an easier way to plug in stuff from other shaders. Ie i want to use the ramp shader to control the opacity, right now i have to edit the original node, and since its pretty complicated trying to find out what switch and if node route where i just end up nuking sections to make way for what i want. But this is due to my impatience seeking out what goes where.

When you put a Mantra surface node into the palette, it is a unique instance that you can tinker with. The new shader fx menu in the parameter pane and the reduction of clutter via the pins (mainly designed to hide parameter nodes) are meant to make it easier. Another route to go is to put down a Mantra Material Builder node which is a empty context with various inputs and globals. You can then add a Surface Model vop down and go to town - this is the basis of the mantra surface and you can start from here. When you promote parameters then they can be organized at the top level using edit parameters.

One approach would be to not both promoting parameters too much. They are only needed at the top level for animated parameters - otherwise setting them in vops is fine. You can double-click from the palette to the vopnet and therefore you could have simpler networks in vops (fewer inputs) and set most of your values directly.

Robert

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