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Houdini 12 Wishlist


LaidlawFX

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Don't know if this is too early for this already... but I figure they may implement this into 11 as the months go on, too...

In the shader vex networks I love the combination of the Displacement and Surface shaders, but I miss the ability to be able to organize the interface at the output nodes.

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lol @this thread. But since it's here:

1. Multithreading, aka speed!

2. Pops needs some lovin' (sdf collisions, enhanced interactions etc.)

3. Long hair grooming so we don't have to use Maya or Blender. - in fact, they should just copy Blenders one, it's awesome.

4. See point 1.

M

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Ha! Will we ever be satisfied?

Besides optimisations & speed:

1) Modelling enhancements: selection pre-highlighting & a tweak mode (ala XSI/C4d - 'auto component select')

2) Updated render region - better responsiveness, region handles, presets of various render settings

3) Presets! Cloth / Pyro / etc could really do with some good presets

That'll do for now!

Matt.

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oook, i would like to see,

further improvement in PBR, like;

dispersion

attenuation

speed enhancements(some kind of caching, might help)

ies light support

improved fur rendering(performance wise)

for POPS:

i think we need a rewrite, i would like to see a VOPs style POP network

better collisions

bullet rbd particles?

and of course the ever need for speed, but this would probably come from a re-write!

this would be a good start:)

jason

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What's GDP?

and yes... multithreaded everything. :)

GDP is the framework that deals with all the geometry operations in Houdini.

This is one of the biggest bottlenecks in the tools cos almost any tools uses it, at least tools in SOP, POP and DOP land uses them.

and basically is used to all the geometry data managing.

If you make it multithread safe and ready for several cores then you are in fact opening the door for lots of optimizations in Houdini.

2. Pops needs some lovin' (sdf collisions, enhanced interactions etc.)

You can do SDF collisions in a VOP POP.

For me the one thing needed in POPs is to make the solver multithread, so all operators can use several cores, this will be a hugeeeee improvement in Houdini.

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Yeah i have been playing around, nothing high rez yet and looking at the support for Cloth is much better than before.

New cloth solver with excellent support for non-stretchy cloth.

Five times faster PBR rendering in Mantra, two times faster particle display.

Extensive multi-threading of fluid, wire, and cloth simulations.

Cops from what i can tell hasnt had much of an update. It would be my absolute dream if it was something as fully developed like nuke or even blenders internal compositor.

Edited by phrenzy84
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I would like to see NEROX forced by SESI to create tutorials and documentation for all those things in Houdini 11 that are not documented or poorly documented :P.

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I would like to see NEROX forced by SESI to create tutorials and documentation for all those things in Houdini 11 that are not documented or poorly documented :P.

like tools found in proto_install for instance

Actually I have a humble little wish: I'd like to see to be possible to ctrl-LMB on any colour square in colour palette in network editor to select all nodes with same colour in current subnet.

Edited by kumpa
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