Houdini 18.5 Sneak Peak

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Houdini 18.5 Sneak Peak. Enjoy!



This sneak peek video reveals some upcoming features of Houdini 18.5.

There are various areas of software development update, including both game engine plugins, PDG, SOPs, pyro, FLIP fluids, rendering, and much more.

Get a taste of what is to come in the next release of Houdini.
Edited by rmagee - 2020年10月1日 17:08:05
Chris McSpurren
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Looks utterly amazing! Can't wait to hear more about it.
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Looks great for gamedev!

Will animation re-targeting be capable of handling different proportion characters at this version? I mean something similar to here: https://docs.unrealengine.com/en-US/Engine/Animation/AnimationRetargeting/index.html [docs.unrealengine.com]
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Karma still beta?
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is there a stable python3 ver. in h18.5?
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I can confirm, that after comparing H18.5 to H13 sneak peaks, that Houdini is indeed improving.

Houdini 13 Sneak Peek #1
https://vimeo.com/75805237 [vimeo.com]
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I loved that Halloween Houdini 13 release….only Sidefx would do that…
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goat
I can confirm, that after comparing H18.5 to H13 sneak peaks, that Houdini is indeed improving.

Houdini 13 Sneak Peek #1
https://vimeo.com/75805237 [vimeo.com]
lol…did anyone get scarred for life after watching it back then ?

brings back mares from this iconic Aussie ad…
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Jim Rutherford
I loved that Halloween Houdini 13 release….only Sidefx would do that…
Yeah, v13 was great
https://vimeo.com/user43923185 [vimeo.com]
https://gumroad.com/alexeyvanzhula [gumroad.com]
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Very nice weight loss program!!!
(but with side effect of losing hair as well…hey…you wanna do VFX ? pay the price !)
Edited by vusta - 2020年10月5日 03:35:19

Attachments:
WeightLoss.jpg (217.7 KB)

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looking at that dude's upper body size, he's skipping lots of leg days
did Houdini 18.5 skip hair grooming days too?
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goat
I can confirm, that after comparing H18.5 to H13 sneak peaks, that Houdini is indeed improving.

Houdini 13 Sneak Peek #1
https://vimeo.com/75805237 [vimeo.com]
On the upper end, yes. The lower ends is still lagging behind….
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I have a dream!
One day I will use Houdini without to worry to back to Maya because I need to animate some characters.
About render it's OK now…SideFX won half battle … :-)
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Hi ho! I just wanted to let you know that our staff in Canada and the U.S. will be enjoying the day off on Monday, October.12th for Thanksgiving (Canada) and Not Thanksgiving Day (U.S). We'll be back on Tuesday!
Chris McSpurren
Senior Quality Assurance Specialist
SideFX


Just give them the whole week off. It's not like there's anything important happening that week!
>>Kays
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Looks like Karma can render fur now!? Hopefully it it feature complete in 18.5
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harryabreu
I have a dream!
One day I will use Houdini without to worry to back to Maya because I need to animate some characters.

It might be coming right now. What features do you need in Houdini, except quick biped/quadruped wrapper with retargeting? I'm trying H for about a month now and it looks like everything's already there.
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Hi N2e when I tried some character animation all character reaction became so much slow and all the time I need to use flipbook to check the animation…
Any deformation in a character face is very slow too.
I Know 3 packages one is Blender other is Maya and now a little about Houdini… no software is perfect simple modeling in Houdini is not good but of course in direct modeling Blender can help but if Houdini i so powerful in a lot of aspects for game and movie I missing some help in character animation.
But I start in Houdini 15 and step by step Houdini have been improved.
I complain about it only to remember SideFX that us character animation still love Houdini we only wait for a opportunity to jump in.
To make things in Maya and finishing in Houdini is a “mantra” but do more in Houdini will be better.
I and a lot of users complained about render some time ago and now we have Solaris and Karma… Ok now I think only one step more…(laughing).
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harryabreu
Hi N2e when I tried some character animation all character reaction became so much slow and all the time I need to use flipbook to check the animation…

Hmmm, I didn't try a fully rigged character animation yet, slow deformers performance would be really unfortunate…
Edited by n2e - 2020年10月10日 10:52:14
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One thing that sucks, because CHOPs is single-threaded is NLA - KineFX is a much welcomed addition to Character Anim in H, but, until CHOPs gets upgraded or replaced, then that will continue to be a sore point.
Houdini Indie
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harryabreu
Hi N2e when I tried some character animation all character reaction became so much slow and all the time I need to use flipbook to check the animation…
Any deformation in a character face is very slow too.
I Know 3 packages one is Blender other is Maya and now a little about Houdini… no software is perfect simple modeling in Houdini is not good but of course in direct modeling Blender can help but if Houdini i so powerful in a lot of aspects for game and movie I missing some help in character animation.
But I start in Houdini 15 and step by step Houdini have been improved.
I complain about it only to remember SideFX that us character animation still love Houdini we only wait for a opportunity to jump in.
To make things in Maya and finishing in Houdini is a “mantra” but do more in Houdini will be better.
I and a lot of users complained about render some time ago and now we have Solaris and Karma… Ok now I think only one step more…(laughing).
When it comes to the char animation, maybe we indie artists rely too much on the technology here, and not enough on the skill and imagination. I produce also in the stop-motion and 2D char animation and in the stop-motion there is no much choice other than working frame by frame and then playback that animation to check your movement. If you want to change something, most of the time you have to reshoot the whole shot. In the 2D, unless you use some 2D puppet style animation, you also have to draw, frame by frame, and then you can test it, after that, you can fix every drawing. I have no problem doing flipbooks to check my movements, and that is the case even for the FX shots, particles, etc. The realtime is still not fully there yet. There are workflows (some are covered in fantastic Goldfarb's rigging tutorials on this site)where you use the proxy geometry which represents all the movements and speed things out quite a lot. In the hands of experienced animator, this is not a problem. If you think how Lasseter did his first CG movie, which didn't have any of the fancy deformers and skinning, but they all had to make tools as they go, they were still able to make pleasing char animation. Saying all that, I would greet performance improvements in working with characters in H, since we have packages like Maya which can handle that much better, so obviously, the technology exists, but it has to be brought in Houdini, as well. When I look at the demos where Pixar artists are able to have responsive characters, fully textured and even with the fur, just let's keep in mind that they are multi billion company with enormous resources for R&D. One day this will also be available to indie artists, but so far, these tech is there to optimize industrial production of the CGI, therefore, not indie. Once when you go and play in the bigger league (for example, they commission your show for Disney+) then it is another story, of course.
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