Carlos_Rivadulla
-Revamped Substance Designer like COPs. Packing an MTLX within an USD-HDA has a lot of potential.
-Sculpting basics (you don't need to be the best). I don't care if it's an all-in-one node or a suite of nodes. I'm dying for grid remeshins>sculpting>quadremeshing. Aren't you?
-More appealing direct modeling.There is too much friction between the user and the viewport.
-More appealing subd modeling.
-Kill OBJ level in favor of LOPs.
-Kill Mantra in favor of Karma.
-try to end redshift's hegemony in favor of materialx
-GPU Multithreading pyro solver.
-cascadeur like Physics anim.
-Vulkan viewport.
-Continue bringing valuable things hidden in networks to SOP level. Blender users are using VOPs in SOPs, and they don't even know it. That's the key, make people use it without telling them they are using it. There are a lot of things that are not used simply because they are hidden. Maybe geeks like that, but it's not reasonable, accessible, intuitive, or user-friendly at all. Constraint Relationships for mechanical stuff is a good example of what I'm not using because it's out of scope. Another example is to use a simple geometry CHOP you have to create a CHOPnet, a channel node, dive inside, use a Geometry (specify the path) and then use the actual node (...) 4 nodes and one lvl down to do a noise filter really?.
-Get rid of redundant nodes (clean the house, tidy up your room, throw away the old furniture)
-Add the whitewater nodes to the new FLIP suite.
-A shortcut like R+R in Blender to rotate with the trackball should be great to have. Especially when rotating bones. Typing in the viewport like g+x+value (move+axis_constraint+amount) is also a good idea to reduce friction.
-Symmetry selections and select similar.
-The groups widget is kind of annoying. It should be great to visualize groups through the info panel by clicking on the group name, just like you do with attrs.
Dreaming is free section
-AI-powered nodes (starting with Auto UV as an experimental field). Similar to Runway tools "color grade from prompt", "color grade from reference", "auto-tracking from target". They have 30 one-click tools that could perfectly be Houdini nodes.
-Neural VDBs
-AI Accelerated karma
-Convert to nurbs > bevel > convert back to poly. To leverage the most envied feature of software like Plasticity (which is the NURBS beveling).
Some Nice Words
Don't rush to release this update. Take as much time as you need to make it as impactful, disruptive, loud and groundbreaking as possible, so that it shakes up the industry and claim your throne as industry standard. If you have to delay it 1,2,3 months, fuck people really.
...
"I never saved anything for the swim back" Gattaca (1997)
These are my hopes and dreams too! lol
I hope sidefx is listening, I’m doing a lot of non-procedural modeling in houdini atm and the software almost seems like it’s begging me not to do so! the viewport interaction with modeling tools is a hit and miss situation. The node graph sometimes drops edit nodes in weird places in the node graph and totally f’up the model; it’s just way more frustrating than it needs to be! The object level has always been the worst thing about houdini for me and I truly hope I no longer have to use it, my start up currently defaults to stage context.
The houdini openGL view might just be the worst one I’ve use on any 3D software in terms not updating properly; a lot of times I have to close the viewport panel and open a new one to kick in updates, I don’t know if that’s houdini or GPU drivers.
UV tools need to be better!
I’m really looking forward to H20 whenever it comes out! I too hope SESI takes their time and give us a great update!