Houdini 16.5 What’s new

What was new in Houdini 15.5

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Geometry

New

Rewrote PolyBevel SOP to do state-of-the-art beveling.

New

Rewrote Polysplit SOP with better interactive insertion of edges and edge loops.

New

Rewrote Dissolve SOP to be more intuitive, faster, and more reliable.

New

Delta Mush deformer smooths arbitrary deformations applied to a polygonal mesh, without smoothing out the detail of the original model.

New

PolyExpand2D now supports variable width offsets and primitive attributes. This is important for road generation and roofing offsets.

New

TopoBuild has new tools for splitting polygons and brushing to move or smooth points.

Improved

Ability to straighten, space evenly, and make circles with the Edit SOP using the menu.

Improved

Better/tighter packing of UV islands in the UV Flatten and UV Layout SOPs.

Improved

Faster saving of large polygon soups under some conditions, most notably IPR renders.

User experience

New

You can now copy and paste multiple rows and columns in the Parameter Spreadsheet. You can use this to copy all channel references on a node to another node at once.

New

The viewport now shows displacements for surfaces with a GL Displacement map parameter. See the Open GL ROP and on the Effects tab of the 3D Display options. This feature requires OpenGL 4.0.

New

New option for Euler tumbling in the viewport allows you to tumble the view over the poles.

New

Ability to double-click for edge loop selection as well as create multiple loops.

New

Double-click points or primitives to select connected geometry in the viewport.

Improved

Cleaner help layout and improved search.

  • You can switch the display of lists of items such as HOM methods and environment variables to alphabetical order.

  • The search now shows "inline" results for nodes, VEX functions, HOM functions/methods, HScript commands and expressions, and common attributes.

  • A list of categories to the left of search results lets you filter the results quickly.

Improved

Various handle UI improvements including the display of an outer ring for rotating around the current view axis, the ability to turn off negative axis drawing of translate handles, and the display small draggable translate planes away from the center of the handle. For information, see Using handles.

Improved

Improvements to the File Chooser.

Improved

Better geometry snapping, including the ability to snap to X-ray geometry.

Fixed

Overlapping multi-selections in Dopesheet and Playbar.

Crowds

New

New foot planting workflow supported by new parameters on various nodes.

New

Transition graphs let you specify multi-clip transitions at specific frames between agent states.

New

You can now directly import or render FBX characters as agents.

New

Added many new controls to the Crowd State DOP for animation clips, such as options for adjusting the clip and/or locomotion speed, retiming behavior, and allowed speed variance.

New

The new Agent Terrain Adaptation SOP lets you add terrain adaptation to animated agents after a simulation, or use it for simple crowd shots that don’t involve simulation.

New

New Agent CHOP imports clips from an agent primitive into CHOPs.

New

New Mocap Biped 3 character on the Character shelf tab. This character has better walk cycles, making it useful to test the new foot-planting features.

New

Houdini now uses vertex normals when deforming agent shapes. This is particularly useful for FBX files, since they typically have vertex normals.

New

Added support for baking additional (non-transform) channels into agents' animation clips. The new Foot Plant CHOP uses this to add channels describing when a foot is planted.

Changed

New versions of the Crowd Solver, Crowd State DOP, Crowd Transition DOP, Crowd Source SOP, Agent Prep SOP, and Agent Terrain Adaptation DOP.

The new versions move, rename, and reorganize some parameters to make the behavior of and interaction between the parameters clearer.

Changed

The Crowd Source SOP is now optional. Any required attributes are initialized by the crowd solver if they don’t already exist.

Changed

Redesigned parameter interface for crowds

Changed

Added support for agents that do not face down +Z and/or are not Y-up.

Changed

The Agent Configure Joints SOP can now automatically compute initial joint limits from an agent’s animation clips.

Improved

Crowd steering behavior, which reduces sliding and spinning for agents.

Improved

Support for locomotive clips, specifically looping and transitioning between locomotive clips.

Improved

Usability and robustness of the crowd shelf tools.

Improved

Terrain adaptation and support for foot locking.

Improved

Enhanced clip-driven transition controls for crowds.

Lighting and rendering

New

VR lens shader, which supports standard projection modes (latlong/cubemap), as well as control over eye separation and eye/neck distance. The Oculus Rift headset is being used to validate the output image format. A Perspective mode has also been added to the shader, to allow rendering of stereo pairs.

New

There is now curvature support for UV Bake. This is done with a new Curvature VOP that provides various properties of surface curvature, such as Gaussian, mean, convexity, concavity, and magnitude. Curvature can be used to add wear to surfaces, and as a control mask for dirt and rust. An output is now available on the VR lens shader for this type of shading.

New

Depth of Field and Motion Blur are now available in the OpenGL ROP.

New

Third party rendering in Houdini Indie.

New

You can now add a Photon modifier property to objects to control how Mantra traces photons through the scene.

New

New UV Triplanar Projection VOP lets you project repeating textures onto geometry easily.

New

SOHO output drivers have a Render to Disk in Background button. This works like all other Render … in Background buttons, requiring a saved .hip file to work properly.

Changed

The Bake Shader has been removed, with the functionality being moved into the VR lens shader. This means that any image plane can be baked, as opposed to be limited to a fixed set of planes.

Changed

Bake shading controls have been moved from the Bake Texture ROP to standard shaders, which means bake settings can be adjusted on a per-object basis.

Improved

HQueue performance optimizations. The web interface and RPC are significantly more responsive.

Improved

Optimized tree view picker for the Alembic SOP

Improved

Alembic ROP’s exporting of packed fragment primitives.

Improved

The point replicate procedural now has an option to unpack the template geometry.

Fixed

You can now render extra “overscan” image data outside the display window in image formats that support it (for example .pic and .exr). This extra image data may be useful to other software such as Nuke.

Hair, Fur, and Grooming

New

You can now change selections within a single Curve Groom SOP.

New

A Length Scale parameter on the Appearance tab of the Fur Object allows for small post groom adjustments.

New

UDIM support for hair shader textures.

New

Parameter to control which attributes to keep on external guides.

New

Hair shader asset. The hair material in the gallery and the Fur object both use this, so from now on they will be in sync.

Improved

When the current object is a fur object or you are inside a fur object, the skin painting tools will use that object without asking for a selection.

Improved

Restored stroke caching in the Curve Groom SOP.

Fixed

Fixed a bug where attributes called "prim" and "primuv" were created on external guides when Snap to Skin was on.

Fixed

Fixed a bug where creating a new Curve Groom node using one of the grooming shelf tools (for example using Ctrl+Click or after selecting a different set of primitives) copied invisible parameters, which could cause cached guide geometry to be transferred to the new SOP.

Scripting

New

You can now script the creation of flipbooks. See hou.FlipbookSettings.

VEX

Improved

Faster VEX loading and lower memory usage. This affects all VEX code from Wrangle SOPs to Mantra shaders.

What’s new

Current version

Older versions