Connect with us

Software

RenderMan for Houdini Now Available!

FrontFX Magazine

Published

on

Just nine months after artists first got their hands on Houdini 14, 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.

“With this release, Side Effects is working hard to bring Houdini’s modeling, rendering and animation tools up to the level of its VFX tools,” says Kim Davidson, President and CEO, Side Effects Software. “With more game studios creating content using procedural techniques and commercial studios looking for artist-friendly tools, Houdini 15 offers a well-rounded solution.”

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.

New PolyExtrude with Curve Input

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.

New Materials and Textures

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.

Create RenderMan Shaders in Houdini

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 behavior. 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.

Material Stylesheets on Crowds

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. The initial release of the 3DS Max plug-in code is now on github with a compiled plug-in to follow in a few days.

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.

Houdini Engine 2.0 plug-in for Autodesk 3DS Max

Learning Tools

To help artists learn how to work with the new tools in Houdini 15, Side Effects has released several QuickStart tutorials for artists and Masterclasses for technical directors:

Check out the What’s New section of the Houdini 15 documentation for a longer list of features and enhancements in Houdini 15: www.sidefx.com.

Follow Lumen on Facebook

Source: AWN

Continue Reading

Software

Resolume presents Wire

FrontFX Magazine

Published

on

Resolume excited to finally introduce a new addition to the Resolume family – say hello to Wire!

Wire is a modular node-based patching environment to create effects, mixers and video generators for Arena & Avenue.

Does the world really need another patching environment? Resolume thinks it does. There are some truly great patching environments available; Max, Notch, TouchDesigner, vvvv, Vuo, to name just a few. All of these have been around for decades and all have their own purpose, strengths and weaknesses. However, none of them tick all boxes. Resolume wants something lightweight, embeddable, cross-platform and most of all, easy to use and learn. That patching environment did not exist yet, and since the days of Quartz Composer they have been frustrated and dreaming about a patching environment that would compliment Arena and Avenue.

Of course, Wire can not be compared to patching environments that have been around for decades, but it does already prove itself very useful in expanding the capabilities of Arena & Avenue. In fact, you might have already been using Wire effects and generators without even noticing. Remember the Abstract Field source and Acuarela & Tilt Shift effects Resolume added to Arena and Avenue a few versions back? Those are made in Wire! And the best thing is; you can now edit them and make your own variations. Or learn how they were made and create something entirely new.

Wire Promo from Resolume on Vimeo.

The Future?

Resolume has laid the foundation for a very friendly and capable environment that will only get better over time. They look forward to expanding into new territories in the future like audio playback, synthesis and effects. 3D rendering. More IO protocols. Online content. To name just a few. There is so much fun stuff that can be added to Wire it’s hard to decide what to do first. Help us prioritize what to do next, by telling us what you would like to be added in the future.

Wire includes a lot of example patches that get you going very quickly. The welcome screen will help you to get started right away. For every node, there is a documentation patch that explains exactly what it does. Check out the in-depth support articles that explain the concepts behind Wire.

Pricing
Resolume Wire for 1 computer is 399 Euro. Licenses are available in the Resolume shop.

Download
A free trial is available now on the official Resolume downloads page, so you can try Wire for as long as you like.

 

Source: Resolume Blog

Continue Reading

INTERVIEW