robert.magee Posted September 30, 2013 Share Posted September 30, 2013 Houdini 13 Sneak Peek Video #1 - Check out some of the great features coming on October 31st - 2 Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted September 30, 2013 Share Posted September 30, 2013 (edited) Finally great news for POP's; VEX expressions snippet!!! very very nice. I can't wait for the next sneak peek videos to come. Edited September 30, 2013 by Pazuzu Quote Link to comment Share on other sites More sharing options...
yongbin Posted September 30, 2013 Share Posted September 30, 2013 Great! But it's too short for my taste! em.. only thing I can catch with it is range parameter on ramp?? Quote Link to comment Share on other sites More sharing options...
magneto Posted October 1, 2013 Share Posted October 1, 2013 This is bigger than GTA V for me . So the particles are completely rewritten and we don't have old POPs anymore? That and the VExpressions look unreal. SESI is the only company who delivers hard core features. Really looking forward to this release. 1 Quote Link to comment Share on other sites More sharing options...
Sifis Posted October 1, 2013 Share Posted October 1, 2013 I've never did any particle work in POPs. SOPs and DOPs was my primary particle tools for everything particle related. For me, Deep compositing and OpenEXR 2 is the big thing in this sneak peak. Quote Link to comment Share on other sites More sharing options...
sanostol Posted October 1, 2013 Share Posted October 1, 2013 More Particles, Faster, in a unified dop context sounds great Will there be a open beta? just like in the good old times? Quote Link to comment Share on other sites More sharing options...
LouisXIV Posted October 1, 2013 Share Posted October 1, 2013 I wonder what "Solid", next to the Cloth Shelf contains 1 Quote Link to comment Share on other sites More sharing options...
Zach Posted October 1, 2013 Share Posted October 1, 2013 So, the real question is... $SF or $FF? I'm so very excited. I know there are ophidden DOP POP nodes in 12.5, but I can't totally figure out how to use them. But I have been doing more and more particle stuff in DOPs, for the scrubbing and history. I've always wondered about performance compared to straight-up old-school popnets. Halloween can't come fast enough. Quote Link to comment Share on other sites More sharing options...
Sifis Posted October 1, 2013 Share Posted October 1, 2013 I wonder what "Solid", next to the Cloth Shelf contains Probably it's the self containing all the FEM (Finite Element Method) simulation goodies... Quote Link to comment Share on other sites More sharing options...
zarti Posted October 2, 2013 Share Posted October 2, 2013 ..Houdini 13 Sneak Peek Video #1 - Check out some of the great features coming on October 31st .. i like new features and the demo scene . nice job for both . -- suggestion ' the mood ' wd work better without the screaming voice , IMHO .. even as a function , it is missplaced . it wd be enough to keep raising the tension just by using " the-heart-beating-sound " , esp for something that seems to be offered to audience in parts . -- .cheers Quote Link to comment Share on other sites More sharing options...
old school Posted October 4, 2013 Share Posted October 4, 2013 So, the real question is... $SF or $FF? Neither, but great question. It's all VEX wranglers in POPs now=threading for free. No local variables in DOPs to munge with geometry. It's gonna be @Time or @Frame. Both read-only variables return floats. POPs are a powerful addition to DOPs and performance is vastly improved. Working on POP and wrangle examples. 1 Quote Link to comment Share on other sites More sharing options...
Jordan Walsh Posted October 4, 2013 Share Posted October 4, 2013 threading for free. How threaded were pops previously? If not much.. then this is a big feature! Quote Link to comment Share on other sites More sharing options...
Solitude Posted October 4, 2013 Share Posted October 4, 2013 How threaded were pops previously? If not much.. then this is a big feature! Not much before. In fact mostly not at all. This is a very nice feature. Seems like a well rounded integration / workflow change. Quote Link to comment Share on other sites More sharing options...
Jordan Walsh Posted October 4, 2013 Share Posted October 4, 2013 If you yell "multithreaded particles" at a 3ds max (or Maya? I'm not sure) user you will get their attention! Quote Link to comment Share on other sites More sharing options...
Zach Posted October 5, 2013 Share Posted October 5, 2013 Neither, but great question. It's all VEX wranglers in POPs now=threading for free. No local variables in DOPs to munge with geometry. It's gonna be @Time or @Frame. Both read-only variables return floats. POPs are a powerful addition to DOPs and performance is vastly improved. Working on POP and wrangle examples. That is super interesting... man, I am so in love with wrangles. So, I know Houdini's development has always been concerned with preserving compatibility with previous versions. Will there be a separate legacy POP Network / POP Solver? Re: Wrangle examples... would you guys consider shipping with a Wrangle gallery, kind of like you guys did with L-Systems? One of my favorite things about the Wrangles is how self-contained they are - since a preset is pretty much a matter of saving parameter layouts and contents, it's super easy to lay down a wrangle and use it for... just about anything one uses VOPs for. I think having gallery presets for wrangle operators would go a long way to both serve as a reminder / guide to using VEX in a wrangle context - eg, using the new point() expression with @OpInput2 and @ptnum, or demonstrating how spare parameters require backticked ch() expressions... I think a little bit could go a long way. Especially in terms of making Wrangles more approachable to those fearful of code. Also, does anyone know how threaded CHOPs is? Sometimes, roundtripping an animated channel through CHOPs can get slow, but a CHOPnet is capable of handling incredibly massive amounts of data, so I can't imagine it *not* being threaded. I guess I'm just trying to gauge whether speed improvements are even possible at some point in the future, or if it's really a matter of artful seasoning. 2 Quote Link to comment Share on other sites More sharing options...
Zach Posted October 8, 2013 Share Posted October 8, 2013 You know, that sneak peek gave me some insight into how to use some of the DOP-POPs that currently ship with 12.5. In a textport, type opunhide to see what's available... After you lay down a POP Object to store your data, you can use a POP Integrator instead of a POP Solver to work with particles directly in the DOP network. A POP Source will fetch geometry from SOPs... and the rest you'll figure out by playing around. POP Flock is a great example of SOP Solver / VOPs integration in the workflow. Performance is pretty stellar. I have tens of thousands of particles going in pretty much real-time on my 2008 Mac Pro... only really noticing a slow-down (eg, taking more than a second to solve a frame) at around 1.5 million particles. That's pretty incredible. You'll also note those Solid Object (etc) DOP nodes... well, you'll have to see for yourself. Quote Link to comment Share on other sites More sharing options...
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