Architosh takes a look at some of the bigger ones in procedural oceans technology and its all new shader builder module. Advertisement Side Effects Software released Houdini 16 back in February and the 3D software package, which runs on Mac as well as Windows and Linux, is a massive update worthy of serious attention by both existing and non-Houdini users. Procedural 3D artists will appreciate the many new features across user experience UX , modeling, terrain generation, character rigging, and hair and fluids tools. Specific and more realistic effects can be constructed while at the same time set against an infinite ocean context or background. The user can actually draw out a mask within a procedurally driven ocean surface and then set individually how much that masked area is contributing to the overall ocean procedural settings.
Scroll down for news of the commercial release. Side Effects Software has unveiled Houdini 16, a major update to its procedural 3D software , overhauling the UI, adding a new autorigging sytem, and new destruction, fluid simulation and terrain-generation options.
As well as a new audience of games artists drawn to the software through Houdini Engine , that seems to mean disaffected Autodesk users: Accordingly, as well as a strong set of new simulation tools, Houdini 16 reflects the result of ongoing, multi-year efforts to revamp core toolsets like modelling and look development.
That includes the changes to the user interface: As well as colour coding, nodes now have shapes reflecting their function, as shown in the image above, making it easier to interpret complex networks at a glance. Compositing networks also now include thumbnail previews showing the output of each node visually. Maya-style radial menus accelerate everyday tasks Mousing over a node in the network editor now brings up a radial menu showing the inputs to that node, making it possible to interact with it even when zoomed right out in the network view.
Boolean operations preserve materials and UV attributes, and according to Side Effects, work interactively with base objects running to many tens of thousands of polygons. In the demo above, Boolean shattering produces much more subtle results than standard Voronoi shattering, with shatter patterns reflecting the underlying material: Since Boolean shattering is also driven directly by a source mesh, the shatter pattern is also more art-directable than with parametric methods like Voronoi shattering.
Related changes include a new subsurface scattering scattering system, and support for nested dielectrics, making it easier to shade nested transparent materials: There is also a neat new option to click on any pixel in the IPR and reveal the material style sheet generating it, making it easier to troubleshoot problem scenes. Character rigging: At its simplest, that means a number of basic workflow tweaks, which you can see at More significantly, there is a new autorigging system for automatically generating a skeletal rig to fit a source character mesh: The resulting rigs support features like squash and stretch, and the system, which has been written entirely in Python, is fully modular, enabling artists to create and swap in their own custom body parts.
There is also a new muscle system, which enables artists to draw in the position of muscles within a character and have them animated automatically, with controls for shape, depth and rigidity.
The update also introduces a new biharmonic capturing system for calculating skin weighting, shown in the image above, intended to generate fewer artefacts that the default algorithms in Houdini The system makes it possible to pose characters by manipulating them directly in the viewport, rather than manipulating them via the controls. Fluid simulation: Several seem targeted at the kind of smaller-scale sims commonly seen in commercials — and for which RealFlow is currently the de facto solution — rather than large-scale movie effects.
Those include the new, physically correct surface tension system, which makes it possible to create convincing macro shots, like crown splashes. There is also a new option to upres FLIP fluid simulations to add detail where necessary, blending the resulting low-res and high-res sections of fluid automatically. Above, you can see the system in action to add a new collision object to a river: The system makes it possible to layer wave spectra as SOP Surface OPerator networks, rather than by baking them as textures and blending them in a shader, helping to minimise tiling artefacts.
Surfaces with different wave spectra can be masked out and blended together, or surfaces blended with guide simulations, making it easier to simulate, say, an object breaking through the water surface. The move to a point-cloud-based approach also means that ocean surfaces can be applied to arbitrary geometry, as in the shot above of an ocean surface warped into a spiral.
Enhanced FEM solver, new hair grooming system Other changes to the simulation tools include a new system for generating surface wrinkles when using the FEM solver, generating more convincing-looking rubbery and organic materials.
The grooming tools for hair and fur simulations have also been overhauled: In particular, there is a new erosion simulation type, which can be used to simulate where water collects on a terrain, or how it weathers the underlying landscape, as shown above. According to Side Effects, the terrain system has been developed with the needs of games artists in mind, and plays nicely with standard game tools: Dozens of smaller features There are also a lot of smaller features, which you can see in a scrolling list at Updated 22 February: Watch the full recording of the Houdini 16 launch event Errata: This has now been corrected.
The story also referred to the price of floating licences of Houdini rising.
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Posted Feb. Feb 21, – SideFX is pleased to announce the release of Houdini A new network editor along with viewport radial menus make Houdini 16 more approachable for new artists and even more productive for TDs. New terrain-building, character rigging, shading and VFX workflows, along with hundreds of new tools and improvements make this a must-have release. Houdini 16 is our biggest release ever. Not only do we have features and enhancements for customers creating VFX in film, TV and games, this new release brings significant improvements to modeling, lookdev and character rigging. The operations are very similar to image compositing, so terrain artists will find the Houdini workflow familiar.
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Houdini is a 3D animation software application developed by Side Effects Software Inc (SESI) based in Toronto. SESI adapted Houdini from the PRISMS suite of. Ian Dean talks exclusively to Sidefx to find out what’s new in Houdini This month sees the release of Houdini 16, and it’s a release that every CG . into each release of Houdini, and this release is our biggest to date. Houdini. 45K likes. Houdini is a procedural-based 3D animation, VFX and game 16 hrs ·. New #HoudiniConnect! Architectural designer Junichiro Horikawa describes how he SideFX releases the Houdini Engine for Unreal Engine plug- in.