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Houdini 12 Sneak Peek


robert.magee

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I really cant believe it. Each new release has had some major improvements but at one step at a time. This release alone has soo many improvements i cant wait. From major things like faster geometry, fluids and cloth which im am dying to use, to small workflow enhancements. I RFE about handles being so thin and hard to select that i hoped there might be a parameter to maybe adjust the thickness... i didnt expect something more robust like pre-selection highlighting.

Is it silly to ask will files in H11 work in H12? It seems like such a major overhaul.

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Speechless!!!

You made another giant leap!

I can't wait to use the new Pyro and the new geometry engine: that smoke in viewport is gorgeous!

I have one question: the beta will be out in October and there's no final release date, because this version is amazing, will a beta Apprentice be available too?

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I RFE about handles being so thin and hard to select that i hoped there might be a parameter to maybe adjust the thickness... i didnt expect something more robust like pre-selection highlighting.

Pre-selection highlighting in object level has actually been in there for quite some time. Though very rough now it seems much improved. I do would like it to work on component level and if I'm not mistaken in the end of the viewport improvement video there seems to be at least for point numbers a live feedback when hovering. Anything that makes my life as a modeler easier is nice. Anyhow this new release is impressive!!

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I was like WOW!! And can not wait to try Pryo and Bullet!!

One thing I am wondering is still no default "cluster this" or "delay load point instance(with Cvex)" kind thing???

That would be soooo nice for production use.

I hope it'll come with it.

May be I hope too much.

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Yea, this release sounds great.

A couple of questions.

1) Will the Bullet solver support Cylinder to Cylinder collisions?

2) Will it provide more information about what causes the dreaded "Segmentation Fault" errors.

3) Any shader improvements?

4) These viewport OpenGL improvements, will they expand the list of supported video cards?

5) Any speed improvements related to Mantra rendering?

6) Any improvements to make polygon modelling better? (i.e. interactive edge extrusion, cutting, quick ring/loop selection, and better quad beveling).

7) Will this new geometry engine introduce Edges as an attribute type like Points and Primitives?

8) Any UV texturing improvements?

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Addition.

I wanted to know GUP comparing with not tesla or with latest Quadro(or gforce) as well.

I can not guess how fast tesla is!!

I think there is not that much difference between a tesla card and a geforce 580, with the exception that the tesla cards have more memory - which is probably the biggest limiting factor with sims on the gpu. At the moment they have both +400 gpu cores. 6gb combined with that new cluster approach for partitioning sims should be enough to handle quite large sims fast. I am sure there will be plenty of people benchmarking it soon enough.

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