Houdini 15 Sneak Peak

   13861   27   7
User Avatar
スタッフ
2616 posts
Joined: 9月 2007
オフライン
Houdini 15 Sneak Peak

https://vimeo.com/135607909 [vimeo.com]
Chris McSpurren
Senior Quality Assurance Specialist
SideFX
User Avatar
Member
5137 posts
Joined: 2月 2012
オフライン
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]
User Avatar
Member
287 posts
Joined: 11月 2014
オフライン
again, no material overrides and bundles with material assignment.

Lets hope for H16.
User Avatar
Member
538 posts
Joined: 12月 2013
オフライン
Awesome!

Houdini Engine API 2.0 :shock: yeay!!!
Also, Tweak tool looks so cool!!!
User Avatar
Member
129 posts
Joined: 1月 2013
オフライン
still not support SPARSE FIELD in dop
User Avatar
Member
147 posts
Joined: 3月 2014
オフライン
martinkindl83
again, no material overrides and bundles with material assignment.

Lets hope for H16.

It's on their list, I'm sure of it
Apprentice Attribute / Houdini 17.0.381 / GTX 970 - driver 411.63
User Avatar
Member
287 posts
Joined: 11月 2014
オフライン
You mean wish list or list what has been added?
User Avatar
Member
147 posts
Joined: 3月 2014
オフライン
the request has recently been logged as a support ticket.
Apprentice Attribute / Houdini 17.0.381 / GTX 970 - driver 411.63
User Avatar
Member
287 posts
Joined: 11月 2014
オフライン
Recently? We are hoping to it isince h13.
User Avatar
Member
147 posts
Joined: 3月 2014
オフライン
I have no idea about other requests before H14.

To be more clear, I requested some stuff wanted by other as well regarding rendering, and it was added to the ticket system.

Hope that clears things up.
Apprentice Attribute / Houdini 17.0.381 / GTX 970 - driver 411.63
User Avatar
Member
322 posts
Joined:
オフライン
Very unsexy question….are the context sensitive tooltips fixed for expressions and python?
User Avatar
Member
31 posts
Joined: 6月 2009
オフライン
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!
User Avatar
Member
655 posts
Joined: 2月 2006
オフライン
Phenomenal amount of improvements, well done and thanks so much, look forward to use it in production.
User Avatar
Member
70 posts
Joined: 3月 2015
オフライン
Just as an aside, how does the system work in regards to upgrading from 14 to 15… do you have to re-buy it?
User Avatar
Member
2624 posts
Joined: 8月 2006
オフライン
Stellar work ! I cannot wait to bang another nail into the Katana coffin ! .

rob
Gone fishing
User Avatar
Member
1755 posts
Joined: 3月 2014
オフライン
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.
User Avatar
スタッフ
4566 posts
Joined: 7月 2005
オフライン
martinkindl83
again, no material overrides and bundles with material assignment.

Lets hope for H16.

Maybe not quite what you mean, but have a look at material style sheets when the release comes out…
User Avatar
Member
9432 posts
Joined: 7月 2007
オフライン
mtucker
martinkindl83
again, no material overrides and bundles with material assignment.

Lets hope for H16.

Maybe not quite what you mean, but have a look at material style sheets when the release comes out…

or maybe exactly what you mean
Tomas Slancik
CG Supervisor
Framestore, NY
User Avatar
Member
287 posts
Joined: 11月 2014
オフライン
Style sheets are already in houdini h14,but they are not even close to the usability of bundles with materials. I will just stay in Softimage for another year for heavy cg projects. CG light project are already done with h14.
User Avatar
Member
252 posts
Joined: 7月 2005
オフライン
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
  • Quick Links