Houdini是知名3D特效软体,几乎所有好莱坞特效电影裡的物理模拟,包括碎裂、烟尘、碰撞、火焰、流体等模拟,都看得到它的身影。
其独特的节点式操作方式,尤其适合大规模大尺度与複杂的特效製作。
SideFX Houdini FX 15.0 | 667.9 mb
Side Effects Software has announced the release of Houdini 15 with onion skinning, new shader building tools, crowd ragdolls and Houdini Engine 2.0. This new version enhances modeling, rendering and animation tools to meet the needs of generalists, animators, lighters, and game makers while the VFX tools become faster, more scalable and more efficient at handling big data.
Model
Houdini has traditionally offered strong procedural modeling sometimes at the expense of its interactive workflow. With improvements made in Houdini 14 and now 15, modellers are now able to work intuitively in the viewport with the new tweak edit workflow, edge sliding, soft selection highlighting and new tools such as PolyBridge and PolyExpand 2D. For working with hi-res models, new retopology tools make it easy to build low-res geometry by drawing right on top of high-res geometry.
Render
Rendering in Houdini 15 is faster and richer with improvements to the Mantra renderer such as checkpointing and render view feedback. Shader building has been enhanced with a new shader library, a rebuilt Shader FX 2.0 menu, layered materials and a cartoon shader.
Houdini 15 also includes an implementation of Disney’s physically-based Principled Shader which is designed to provide artistic flexibility with a minimal set of controls. In addition, a library of royalty-free PBR Ready Textures will be available on sidefx.com for use with Houdini 15’s shader building tools.
Material stylesheets create a production-level workflow for creating and managing material overrides that work well with Alembic files and packed geometry. Easily set up random textures and variances in material settings to give a unique look to a collection of similar items such as crowd agents.
RenderMan 20
RenderMan 20 and RIS shading support is fully integrated into Houdini 15. RIS shaders are available in the RIS Shader Network SHOP and Houdini’s VOP context provides a native environment for building RIS shaders with OSL support.
“Pixar and Side Effects have worked together to create a first class experience for lighters,” says Chris Ford, Business Director - RenderMan, Pixar Animation Studios. “Houdini 15 offers interactive shader building tools which make it easy for artists to achieve the look they desire.”
Houdini 15 comes with a complete set of RenderMan BxDF, Pattern, and Integrator RIS shaders as well RIS light shaders and Camera, Light Probe, and Rolling Shutter RIS projection shaders. There is also a new RIS render node which allows the RIB and RIS render nodes to have cleaner interfaces specific to each mode.
Animate
The animation workflow in Houdini 15 is better than ever with onion skinning, a pose library panel, an improved character picker panel and enhancements to the dope sheet. This makes it easier to pose and keyframe characters in Houdini.
New lightweight female and male rigs provide sample characters that artists can use to explore the animation tools in Houdini. Houdini 15 also includes dual quaternion support for deforming twisting geometry and preventing volume loss.
Houdini for Games
The modeling improvements in Houdini 15 will be particularly useful for game artists who use Houdini to build procedural assets for use in game editors such as Unity and Unreal. The PolyExpand2D tool makes it easy to compute straight-skeleton and is ideal for road generation.
Houdini 15 also includes texture baking and viewport support for UDIM textures, world-space normal maps, UV mesh boundaries and overlapping UV regions. Game makers can now import and export tangent-space normal maps and convert bump and displacement maps to normal maps.
Crowd Ragdolls
Ragdoll dynamics have been added to the Houdini 15 crowd tools along with limb detachment, fuzzy logic and better crowd behaviour. It is now easier to set up material and geometry variations and tools have been added to set up explicit target locations. There is also an Agent Cam tool which creates a camera and attaches it to the head of an agent for point of view shots.
Distributed VFX
Houdini 15 will make VFX artists more productive and capable of bigger, more dynamic FX. The new adaptive PBD lets artists focus grain simulations on particles that are involved in collisions. New viscous fluids tools such as Lava, Melt Object and Emit Steam give artists quick access production-ready effects.
Fluid and PBD simulations can now be distributed to multiple nodes on your farm to create and manage bigger sims. Distribution allows artists to work beyond the capability of any one computer and the results fit together seamlessly when rendering. A FLIP fluid simulation with a billion particles or more is now easily achievable.
Houdini Engine 2.0
For artists working in other applications such as Autodesk® Maya®, Cinema4D®, UE4® and Unity®, the Houdini Engine makes it possible to open up Houdini Digital Assets in these apps. Houdini works in the background to cook the node networks inside the asset and the results are delivered to the viewport of the host application.
Houdini Engine 2.0 has been designed to separate the API front end from the compute back-end. This allows for multiple sessions per host, multiple threads per host, greater stability and can be integrated without library conflicts. This thin client has made it possible for independent developer Hideki Suzuki to complete his 3DS Max plugin.
Houdini 15 includes improvements to the Maya plug-in such as support for ramp parameters while the Unity plug-in now has support for paint input. The UE4 plug-in continues to be in beta but its planned release date is mid-November 2015.
About Side Effects Software
Established in 1987, Side Effects Software is a world leader in the development of Houdini, our advanced 3D animation and special effects software for use in film, commercials and video games. Side Effects Software has been recognized three times with Scientific and Technical awards from the Academy of Motion Picture Arts and Sciences. Houdini is used by numerous leading digital content creation facilities including: Blizzard Entertainment, Blue Sky Studios, Digital Domain, Double Negative, DreamWorks Animation, Electronic Arts, Framestore, Guerrilla Games, Pixar Animation Studios, Rhythm & Hues and Sony Pictures Imageworks.
Name: SideFX Houdini FX
Version: (64bit) 15.0.244.16 vc11
Home:
http://www.sidefx.com
Interface: english
OS: Windows 7even / 8 / 10
Size: 667.9 mb
胡迪尼 SideFX FX 15.0 |667.9 mb
与洋葱剥皮,新着色器建筑工具、 人群布娃娃系统和霍迪尼引擎 2.0,副作用软件发布了霍迪尼 15。这个新版本增强了建模,渲染和动画的工具,以满足通才、 动画师、 打火机和游戏厂商的需求,虽然特效工具变得更快、 更具可扩展性和更有效地处理大数据。
模型
胡迪尼传统上提供了强大的程序有时牺牲其交互式的工作流建模。胡迪尼 14,15,建模是现在能够直观视图的新调整编辑工作流现在所作的改善,边缘滑动、 软选择高亮显示和新工具PolyBridge 和 PolyExpand 等 2D。用于处理高分辨率模型,新进行工具,可以轻松打造低分辨率几何借助高分辨率几何的右上方。
渲染
胡迪尼 15 中的呈现是更快、 更丰富对咒渲染器检查点和渲染视图反馈等进行了改进。着色器建设方面加强了与新的着色器库、 重建的着色器 FX 2.0 菜单、 层状的材料和卡通着色器。
胡迪尼 15 还包括迪斯尼的基于物理的原则性着色器,旨在提供艺术的灵活性与控件的最小集执行。In addition, a library of royalty-free PBR Ready Textures will be available on sidefx.com for use with Houdini 15’s shader building tools.
材料的样式表创建生产级别的工作流,用于创建和管理材料覆盖工作好的蒸馏器文件和填料的几何。轻松设置随机纹理及方差的材质设置一个独特的外观给人群剂等类似项的集合。
RenderMan 20
RenderMan 20 和 RIS 底纹支持完全集成到胡迪尼 15。RIS 着色器,可在 RIS 着色器网络商店和胡迪尼的 VOP 上下文提供了为建立 RIS 着色器 OSL 支持本机环境。
"皮克斯和副作用共同努力,第一类为创建体验打火机,"说 Chris 福特,业务总监-RenderMan,皮克斯动画工作室。"胡迪尼 15 提供交互式着色器建筑工具,使其便于艺术家来实现他们的愿望的外观。
胡迪尼 15 配备了一套完整的 RenderMan BxDF、 模式和系统集成商 RIS 的着色器 RIS 轻着色器和相机、 光探头和滚动快门 RIS 投影着色器。此外,还有新的 RIS 呈现允许的肋骨和RIS 渲染节点要清洁接口特定于每个模式的节点。
动画
胡迪尼 15 中的动画工作流程是比过洋葱剥皮,姿势库面板、 改进的字符选择器面板和涂料表的增强功能。这使得它容易构成和关键帧字符在胡迪尼。
新的轻量级女性和男性钻机提供艺术家可以使用来探索中胡迪尼的动画工具的示例字符。胡迪尼15 还包括对偶四元数支持变形扭曲几何和防止体积损失。
胡迪尼的游戏
胡迪尼 15 建模方面的改进将对游戏的艺术家使用霍迪尼打造统一等和虚幻的游戏编辑器中使用的程序性资产尤其有用。PolyExpand2D 工具便于计算直骨架和是路一代人的理想选择。
胡迪尼 15 还包括纹理烘烤和视区支持乌迪姆纹理、 世界空间的法线贴图、 UV 网格边界和紫外区域重叠。游戏厂商可以现在导入和导出切线空间的法线贴图和凹凸和位移映射转换的法线贴图。
人群中玩偶
布娃娃动力学已添加到胡迪尼 15 人群工具和肢体支队、 模糊逻辑和较好的人群行为。它现在是容易设置材料和几何形状变化和已添加工具来设置明确的目标位置。也是一个代理凸轮的工具,创建相机并将其附加到代理的角度拍摄的头。
分布式视觉特效
胡迪尼 15 会使视觉特效艺术家,更富有成效和能力的规模更大、 更有活力的 FX。新的自适应 PBD 让艺术家重点粮食模拟碰撞中涉及的颗粒。新的粘性流体工具、 熔岩融化对象发出蒸汽给艺术家快速访问生产就绪影响。
流体和 PBD 模拟现在可以分发给您的服务器场创建和管理大西姆斯上的多个节点。分布允许艺术家工作时间以外的任何一台计算机的能力和结果组合在一起无缝地在呈现时。FLIP 流体模拟与 10 亿粒或更多现在是容易实现的。
胡迪尼引擎 2.0
欧特克 ® 玛雅 ®、 Cinema4D ®、 UE4 ® 和统一 ® 等其他应用程序中工作的艺术家,胡迪尼引擎使能够开放胡迪尼的数字资产,在这些应用程序。胡迪尼