

SIDEFX HOUDINI 10 CODE
The technology behind Houdini is based on code from Prisms, a suite of 3D modeling applications originally owned and developed by Omnibus Computer Graphics. For anything viscous, there is a new slip function which provides control over how the fluid interacts with the collision geometry. White water in Houdini 16 is all 3D particle-based which gives much richer, more natural results. Art-directable ‘fluid suction’ uses objects – even deforming objects – to guide the fluid in a controllable fashion that enhances the aesthetic of the fluid dynamics. Art directability is paramount and individually modelled and animated hero waves now mix perfectly with existing spectra.Įnhancements to FLIP Fluids include physically-correct surface tension for classic water-crowning shots. No more tiling artefacts with Houdini 16’s truly infinite oceans. The ability to layer wave spectra using point instanting lets artists create complex, realistic and seamless oceans with elegance and ease. There is nothing black-boxed about the new system, and the artistic freedom it affords is endless. Trim or extend hair using 3D brushes employ masks to isolate areas of interest paint any hair attribute in an interactive yet procedurally-safe manner. The new hair and fur tools let you easily layer and blend attributes while mixing things like frizz, clumping, bending, parting and curling.
SIDEFX HOUDINI 10 SKIN
The new Biharmonic skin capturing will save riggers valuable time while the FEM-based muscles produces high-realism results. Houdini’s animation and rigging tools have been improving over the last few releases – and with the Auto-rigging, Muscle and Flesh architecture and Invisible rigs in Houdini 16, a complete character workflow is now in place. Game artists can leverage an improved texture baking workflow. Mantra has been enhanced with improved BSDFs for creating Sub-Surface Scattering, Dielectrics, Absorption and more. Houdini 16 includes a new shader building workflow that allows for layer mixing and quick access to procedural texturing tools. More and more, artists are turning to Houdini’s Mantra to render shots. The terrain can then collide with Fluid simulations, Crowd agents, Particles, RBD/destruction and Pyro FX – without converting the heightfields into geometry. The operations are very similar to image compositing, so terrain artists will find the Houdini workflow familiar. Houdini 16’s terrain system lets you layer and edit terrain easily with tools such as procedural noise, or paint or mask out areas directly. These tools make it easier to create good surface topology for use in Film, TV, Games and VR, and can be used interactively in the viewport or procedurally in the network editor.įull Artistic Control using Volume Slices and Height Fields The modeling toolset in Houdini continues to grow – with new Boolean tools, Smooth and PolyFill. New context-sensitive and fully customizable radial menus provide quick access to common tools, making Houdini more accessible for artists.Īrtist-Friendly Tools and Procedural Techniques Below are highlights of what Houdini 16 brings to the table:įor a fast and fluid experience, the new network editor has been redesigned from scratch to include custom node shapes, alignment and layout tools, ‘dot’ nodes and much more. This release includes new workflows for terrain building, shading, character rigging and visual effects creation, as well as a new network editor and radial viewport menus. Toronto-based firm SideFX has announced the availability of Houdini 16, the latest version of its procedural 3D animation and video effects software.
