Houdini 21 Sneak Peek

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I would guess start here

https://www.sidefx.com/Support/system-requirements/ [www.sidefx.com]
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Very impressive as usual.

Secretly I was hoping for some workflow improvements for more basic everyday stuff as well, like the editing of multiple identical SOPs in different GEO nodes, or undockable menu's for instance.
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I don't see it stated but does the new muscle solver allow any interactions with other solvers like Vellum cloth?
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XPU: Support for string primvars

Anybody knows if this means we can assign textures this way in xpu?
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XPU: Support for string primvars

Anybody knows if this means we can assign textures this way in xpu?


Cexk out the keynote. I think they cover it there
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Anybody knows if this means we can assign textures this way in xpu?

Yes this is all working now.

For example, you can now wire a string primvar into the file-input of a MtlxImage node in XPU. Although in MaterialX its now called a “uniform string geomprop” (or something)
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I hope for better documentation on Python states! 😁
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Just watched the keynote. Looks promising af. It's a bit sad knowing a significant amount of custom APEX stuff I've made during H20~H20.5 days is going to be obsolete in weeks, but in the long terms it's for the better.

But to be honest what I really want is a stable viewport. The biggest woe I have with Houdini is not the lack of shiny feature. It's how bad the viewport is.
Edited by raincole - Aug. 23, 2025 10:57:03
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Does anyone know if this new version will have some AI capabilities for simulations?
Things like for example Nvidia instant Ngp or Nerf . I wonder if it can be used for Houdini simulations.
Or for example if I have rendered 360 of one simulation and I want to use those images but with different camera. But I don't want to re-render it in Houdini because it will take some time. Can it be done with today's tools? If someone knows please share your ideas
Edited by Choomba - Aug. 25, 2025 19:47:16
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Чумба

In theory, you should cache the simulation calculation on disk, and then spin it as you want.
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I might be out of the loop, but what about HDK support for custom nodes in copernicus? Is it there or coming?
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HOUDINI_USE_OLD_INFO_WINDOW = 1 doesn't work anymore in Houdini 21.

How do I get the old menu back?
The new one is very bad and uninformative. A lot of extra colorful information, it looks terrible.
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HOUDINI_USE_OLD_INFO_WINDOW = 1 doesn't work anymore in Houdini 21.

How do I get the old menu back?
The new one is very bad and uninformative. A lot of extra colorful information, it looks terrible.
I don’t think that environment variable exists anymore.
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Does anyone know if osl shaders are supported?
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Just watched the keynote. Looks promising af. It's a bit sad knowing a significant amount of custom APEX stuff I've made during H20~H20.5 days is going to be obsolete in weeks, but in the long terms it's for the better.

But to be honest what I really want is a stable viewport. The biggest woe I have with Houdini is not the lack of shiny feature. It's how bad the viewport is.

So far, H21 is the first version of Houdini where this button works (almost) reliably for me:



For some reason, this one doesn't work at all:



So always use Render -> Update Textures now!

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Anyr reason why the last presentation isn't online yet?!
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I installed Houdini 21. I wanted to check out the new features in COPs, the Grunge Map and Shader Presets, but I can’t find them anywhere.
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I installed Houdini 21. I wanted to check out the new features in COPs, the Grunge Map and Shader Presets, but I can’t find them anywhere.

Grunge Map is not there. They said it's going to be released with the next production build. Not sure about Shader Presets.
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I believe that tree bark stuff is also due to be released in the next production build - probably early October.
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