Tuesday, 8 June 2010

Houdini 11



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I have been watching the progress of Houdini since the 7th release!
I love the node based simplicity of working and there impressive particle generation elements.

lets see what Houdini 11 (side effectsd software) has in store.
Orginal post by CG society


In Los Angeles last week, Side Effects Software hosted a forum where the new features of upcoming versions of Houdini software were shown. A number of top studios were brought onboard to review the new features. "This is an annual event, and the feedback collected helps greatly with the development of Houdini 11 as well as future versions," said Kim Davidson, president and CEO of Side Effects Software.




 











In Houdini 11, new Voronoi-based fracturing tools will make it easier to break up objects either before a simulation or automatically during a simulation. Destruction sequences are a staple of Houdini-based VFX shots and now they will be easier to create and even more controllable.

Particle Fluids are up to 70 times faster with the new FLIP (Fluid Implicit Particle) solver as compared to Houdini 10’s SPH solver, making it easier to generate multiple iterations. In addition, this new solver is seamlessly integrated with existing particle operations [POPs] making the results highly directable. New buoyancy controls make it easier to float rigid objects and you can even smash up an object by combining these fluid tools with the new fracturing tools.

Hardware Rendering has also been enhanced with high quality OpenGL shading of lights and shadows as well as GPU-assisted volumes, unlimited lights and support for diffuse, specular, opacity, environment, bump and normal maps. Houdini’s Flipbook tools now support all these FX and can capture high dynamic range beauty passes.
In addition, Side Effects have improved the lighting interface for Houdini 11. New light types are available such as Global Illumination, Portal, Sky, Indirect and Geometry. The Geometry Lights make it possible to turn any 3D object into a light emitting surface then use a surface shader to control the light emission. The geometry can also be animating or deforming for even cooler results.


don't forget to check it out direct at:

Side Effects Software

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