robert.magee Posted July 27, 2010 Share Posted July 27, 2010 Side Effects is pleased to announce the immediate release of Houdini 11. Apprentice version is available but for a short time needs to be licensed manually. Apprentice HD licenses and upgrades are also now available. - http://bit.ly/9T5UWb Robert Quote Link to comment Share on other sites More sharing options...
abvfx Posted July 27, 2010 Share Posted July 27, 2010 DING DONG! Im off to play..... Sooo many things to try out. Quote Link to comment Share on other sites More sharing options...
Netvudu Posted July 27, 2010 Share Posted July 27, 2010 (edited) way to go!!! 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. 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 July 27, 2010 by Netvudu Quote Link to comment Share on other sites More sharing options...
Netvudu Posted July 27, 2010 Share Posted July 27, 2010 wait, I´m a moron "Your upgraded license can be used to run Houdini 11 and older" Quote Link to comment Share on other sites More sharing options...
robert.magee Posted July 27, 2010 Author Share Posted July 27, 2010 When you upgrade you get an license upgrade which automatically replaces your existing license with an H11 license (which can run previous versions as you discovered) Have fun! Quote Link to comment Share on other sites More sharing options...
itriix Posted July 27, 2010 Share Posted July 27, 2010 Congratz on the new release! Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted July 27, 2010 Share Posted July 27, 2010 Congrat on your awesome work, SESI! Quote Link to comment Share on other sites More sharing options...
static Posted July 27, 2010 Share Posted July 27, 2010 Ahhh, SC 2 and H11 both released on the same day! /universeimplode Quote Link to comment Share on other sites More sharing options...
ben Posted July 27, 2010 Share Posted July 27, 2010 Oh Yeah! You made my day (and my tmorow, & my year) SESI! thx & congrats. Quote Link to comment Share on other sites More sharing options...
Macha Posted July 27, 2010 Share Posted July 27, 2010 (edited) 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 July 28, 2010 by Macha Quote Link to comment Share on other sites More sharing options...
thinkinmonkey Posted July 27, 2010 Share Posted July 27, 2010 Congratulations! I cannot wait to work with new fracture tools and Mantra rendering! There will be videos showing all new features? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
helium Posted July 28, 2010 Share Posted July 28, 2010 Congratulations! Hope to see more amazing stuff and speed optimization in the next version. Quote Link to comment Share on other sites More sharing options...
majikal Posted July 28, 2010 Share Posted July 28, 2010 The splash screen is much nicer ) that all i could tell for now .... lol... tnx sesi Quote Link to comment Share on other sites More sharing options...
Leon Amion Posted July 28, 2010 Share Posted July 28, 2010 Cool! I´m on the road right now but will come home later this week and I´m looking forwards to be playing around with all new stuff!! Quote Link to comment Share on other sites More sharing options...
abvfx Posted July 28, 2010 Share Posted July 28, 2010 (edited) 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 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 July 28, 2010 by phrenzy84 Quote Link to comment Share on other sites More sharing options...
Marc Posted July 29, 2010 Share Posted July 29, 2010 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 . Quote Link to comment Share on other sites More sharing options...
robert.magee Posted July 29, 2010 Author Share Posted July 29, 2010 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 Quote Link to comment Share on other sites More sharing options...
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