Houdini 15 Sneak Peak
https://vimeo.com/135607909 [vimeo.com]
Houdini 15 Sneak Peak
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- chrism
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- animatrix_
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SESI outdid themselves again 8) Can't wait to see the other intricate changes.
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com] https://lnk.bio/animatrix [lnk.bio]
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com] https://lnk.bio/animatrix [lnk.bio]
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martinkindl83
again, no material overrides and bundles with material assignment.
Lets hope for H16.
Easier overrides would indeed be nice. But, I'm not a fan of bundles (ot takes for that matter) in their current form, since they break with the asset based philosophy of Houdini.
Still, would be better than nothing!
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- anon_user_89151269
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Very nice…
Glad too see modeling side was not forgotten, alas I would've been happier i.e. actually start modeling in H, if the old tools were re-written. Just the extrude tool got some love, I hope it performs well now.
I'm hopeful the modeling improvement work will continue in H16. The direction is definitely the right one as I see many user/artist friendly improvements in all departments.
Glad too see modeling side was not forgotten, alas I would've been happier i.e. actually start modeling in H, if the old tools were re-written. Just the extrude tool got some love, I hope it performs well now.
I'm hopeful the modeling improvement work will continue in H16. The direction is definitely the right one as I see many user/artist friendly improvements in all departments.
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- mtucker
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- craiglhoffman
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Anyone know if proper Tangent Space Normal Map support has been added?
- Like using an existing Tangent Space normal map in a Houdini shader at render time and in the GL real-time display? - Or creating a Tangent Space Normal Map from a high res model onto a low res model to allow our cool high quality procedural models to get into a game engine more efficiently?
Thanks,
Craig
- Like using an existing Tangent Space normal map in a Houdini shader at render time and in the GL real-time display? - Or creating a Tangent Space Normal Map from a high res model onto a low res model to allow our cool high quality procedural models to get into a game engine more efficiently?
Thanks,
Craig
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