Houdini 22 Sneak Peek

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FedorK_FX
I'm hoping that FX related features just didn't make it into the Sneak Peek, it looked very sparse in that area. Cool features in other contexts though!

Doubt it. Looking at the Hive talks there’s no section on vfx other than the recipes. I was hoping they would finally address the random cooking and out of opencl memory errors (without falling back to cpu), speed of fluids, and do more opencl speed improvements
Edited by LukeP - 2026年6月11日 15:53:58
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LukeP
FedorK_FX
I'm hoping that FX related features just didn't make it into the Sneak Peek, it looked very sparse in that area. Cool features in other contexts though!

Doubt it. Looking at the Hive talks there’s no section on vfx other than the recipes. I was hoping they would finally address the random cooking and out of opencl memory errors (without falling back to cpu), speed of fluids, and do more opencl speed improvements

Yeah, saw the presentation topics just now. Pretty sad, but some of those smaller improvements could be in the full change log. I'll wait for the release first.
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This is really funny, guys. At first, users complained, "Stop introducing new things, just refine the old ones." The developers said, "Okay, we focused on the old ones and polished them." Users said, "Why is there so little new stuff? We're not happy."
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This is really funny, guys. At first, users complained, "Stop introducing new things, just refine the old ones." The developers said, "Okay, we focused on the old ones and polished them." Users said, "Why is there so little new stuff? We're not happy."
Because no refinements have been mentioned in the video.
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Not entirely true, faster fracturing is mentioned.

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I would be happy with a constrained camera rig that works with the view tools... I shouldn't have to move the aim constraint object by hand in V22.
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Hi Magicans, its my first post on this forum Hello i have my impression from sneak peek:

I love the new UI! The icons have a Blender feeling and the sliders feel like C4D, that's great for quick adaptation for humans and AI agents alike! My wish is for a fully, deeply integrated MCP server with every option included, even rigged characters, so Claude Cowork can animate them. Just check out how it works in Blender with the new model from Anthropic called Fable 5 AMAZING! I want that in Houdini too, please



As for the UI, I hope it's now dynamic and can resize in real time, fitting every need during production. I also wish the playbar at the bottom could handle more than just one object, and that it was possible to scale the UI so it can fit more keyframes from different parts of a character. It's really useful to see the correspondence between frames and lag. The Cascadeur style keyframe area is a great example!



Fireworks recipes and MagicFX are uber COOL! Recipes are always welcome, great for learning proper usage of tools, same with the examples on the website. I sooo much love reverse engineering them for learning purposes.

Voronoi destruction, FUCK YEAH! Proper quad remesh <3

Neural layers in Copernicus are on another level! Thanks for that! Now my dream is to have ComfyUI nodes fully implemented inside Copernicus in Houdini, so it's possible to send them to render farms using... TOPs or something similar You know what I'm talking about

ComfyUI nodes with APIs from model providers, of course. Having it all in one place would be awesome. Some sort of lightweight video editing software, like the one in Blender, would help a lot too. Similar to DaVinci Resolve, but instead of opening Fusion it could open real 3D scenes.

It could speed up the process a lot! So an easy video compositing tool inside Houdini, similar to Copernicus, is on my wish list now One software to rule them ALL — especially with integrated ComfyUI and all the generative AI stuff inside.

Motion Mixer, finally!! LOVE it so much! IK limits and driven keys... man, so many possibilities now! Thanks for that!

Gaussian Splats: animated, relightable, rigged... absolutely MAGIC!! It's next level! I only hope for easy export to Unreal Engine, especially the animated and rigged ones.
I hope generating splats in Houdini also works with third-party renderers like Octane?

It would also be cool to change materials and hand paint splats with materials, colors, and other values, e.g. paint a palm silver and render it with fully raytraced reflections. Painting and changing materials would be great; I hope it'll be implemented in the next release

So far I'm VERY excited about this release, especially the new UI, GSplats, and the animation enhancements. THANK YOU SideFX Team for your hard work! Love you all!




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NeuralX
Edited by NeuralX - 2026年6月12日 11:58:05
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I hope they finally improved the vulkan/viewport/karma xpu stability and performance.
Because vulkan compare to opengl in vram and performance are much worse than opengl

The sneak peek only shows it passively because it has few new features, but the architecture of the Vulkan viewport was a big focus in 22.

Big if true. But honestly I hope viewport stability is treated like a bug instead of a feature tied to the annual release schedule... In the past few years, Houdini has slowly but steadily become the least stable software I've seen since Windows ME.

I don't know if that already exists, but here is a fun idea: a telemetry recording how often 'labs reset viewport' is pressed, across all of your users.
Edited by raincole - 2026年6月12日 15:54:18
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Some of the complaints are also based on the assumption that the sneak peak covers everything in the update, which has never previously been the case.

The sneak peaks have always turned out to be just a sample, so it makes a lot of sense to wait until the launch to form an opinion anyway.
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