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Houdini 14 sneak peek

[其他] Houdini 14 sneak peek

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6384 4 0 0 9年前 举报


Houdini 14新功能抢先看
Houdini 14是一款电影特效合成制作软件。SideFX软件发布了一些Houdini 14制作的效果及将要发布的新功能,Houdini 14已计划在2015年1月发布。最令人印象深刻的特性之一是新的基于位置的动力学解算器,可以处理复杂的动态效果等一些令人惊异的砂效果,和柔软的物体模拟。
Houdini 14发布的一些主要新功能。
Houdini 14 是一个新项目环境设置内容目录对你所有的资产,新的动画层编辑器。Houdini 14将新的自定义Python PySide和PyQT面板,选择一个新的工作流包含预选强调和群体选择。
Houdini 14也有基于OpenVDB梳理工具为基础的艺术家,新的人群工具可以与液体相互作用和影响,有限状态机,包装代理和硬件加速的代理可以在呈现时变形。Houdini 14释放定于2015年1月15日。


Houdini 官方更新说明:
Feature List:


USER EXPERIENCE

Selection:


  • Fast and accurate
  • Easier access to selection modes
  • Pre-selection highlighting
  • Intuitive/visual group visualization and selection
  • Group name preservation in modelling operations
  • Persistent selection cooking - preserved after SOP cooking
  • Ability to trigger selection by pressing button next to the Group input field of any SOP
  • Brand new, intuitive edge-loop algorithm

Handles:


  • New handle for Box, Grid and Sphere Tools
  • Per-component highlighting
  • Context-sensitive cursor
  • Improved resizing heuristics
  • Indirect dragging with middle mouse
  • Improved viewport HUD interaction

Customization:


  • Python panels (PySide and PyQt)
  • International keyboard support (eg German, Japanese, Icelandic) for notes and text fields
  • Collapsible parameter folders
  • WebKit support

New Assets Menu:


  • Create Digital Asset from Selection - automatically creates subnet for you
  • New Lock/Unlock/Save options
  • .hda [Houdini Digital Asset] replaces .otl [Operator Type Library] file extension
  • Quick Access to Orbolt

Create And Set Project Menu:


  • New Create and Set Project menu items on the File menu
  • File > Set Project defines $JOB for file referencing

Learning Through Statistics:


  • Versatile data collection and querying engine
  • Built upon mySQL and Django
  • Gives feedback on how Houdini is used to Side Effects
  • Studios can direct feedback to internal server
  • Customizable by studios
  • Available freely on github



USER INTERFACE

Viewport:


  • Performance: 3-10x faster playback
  • Fast and accurate snapping
  • Full OS X support (Open GL 3)
  • Higher quality geometry display in 3D and 2D viewports

Data Visualization:


  • Powerful new visualization architecture:
    • Supports all attribute types
    • Global, per scene and per node
    • Stored as spare parameters
    • HDA and render-hook friendly
    • HOM scriptable
    • Flexible filtering capabilities
    • Option to place favourites on toolbar
    • Replaces existing custom display of attributes
    • Intended to replace Guides framework
  • Ad-hoc geometry and attribute visualization (Group-List widget in the viewport):
    • Inspect groups, attributes, connectivity
    • Define scope with filter expressions
    • Available in selection mode or as regular display option
  • Simulation visualization: coloured bar on the playbar indicates cooked/cached simulation frames

New Color Picker:


  • Added Color Wheel to the Color Editor.
    • LMB acts an absolute color picker based on the on screen position.
    • Holding one of the 'T' 'M' 'I', 'H' 'S' 'V' and 'R' 'G' 'B' keys down while clicking on the wheel locks down the values of some of the sliders.
    • RMB acts as a virtual relative slider on the HSV value component.
    • Holding one of the TMI, HSV or RGB keys while RMB down gives a virtual sliders on the individual sliders.
    • MMB is like RMB, but with more precise control.
    • RMB or MMB without any keys tweaks the HSV value component.
    • Also: color picking from images
  • Added Temperature sliders the Color Editor.
    • The new set of sliders is called TMI for temperature, magenta and intensity
    • Also: kelvin temperature picker with real-world presets



GEOMETRY

UV Generaton:


  • Powerful UV Flatten & Layout tool
    • Ideal UV relaxation via least-squares
    • Includes udim support
    • Distortion visualization in UV and 3D viewports
    • Optimal island layout algorithm
    • Interactive workflow
  • UV Flatten tool
    • Fast point and vertex (boundary) selection
    • “Pin” handles for UV tweaking
    • Able to re-flatten existing UV’s
  • New pelting options in the Pelt SOP
  • High Res Checkered background in UV viewport and UV Quickshade

Point Scattering:


  • Re-architected Scatter SOP - handles all hard cases, including concave surfaces
  • Scatter in texture space for consistent points
  • Spray Painting tool to scatter and orient geometry fast

Surfaces And Solids:


  • A much more powerful version of Triangulate 2D (brand new design)
  • New Solidify SOP to turn any polygonal set (with defects, etc) into a perfect solid
    • very useful for tetrahedralization before applying FEM solver

Inputs And Outputs:


  • Ability to delay-load packed primitives
  • New BLOSC compression for geo files (.sc extension)- 3-10 times faster than gzip
  • New Output SOP similar to the one in DOPs
    • Enables worry-free clicking Display flags inside the network
    • Overrides Display/Render flags outside the network
    • For the first time, you can set up multiple outputs from SOP subnets



ANIMATION

Animation Editor:


  • Redesigned and renamed
  • Higher-quality curve display
  • Auto-slope
  • Ghosted curves
  • Context menus & hotkeys
  • Channel color options

Animation Layers:


  • New, dedicated CHOPs for fully procedural control
  • Simple, intuitive GUI

Character Picker:


  • Custom python pane
  • Lets animators work free from viewport nulls

Performance:


  • Bone, capture region and null display optimizations: 10-12x
  • Improved FK/FBX performance: 6.5x
  • Faster Alembic playback: 3x
  • Faster mocap playback: 7x
  • Faster character deformation: 3x
  • Faster CHOP cooking
  • New, simpler toon rig - Fast Biped: 10-20x faster



CROWDS

Crowds use a new, very compact packed primitive type called “packed agent” that both Houdini and Mantra handle efficiently. Other useful features include terrain adaptation, look-at’s, a rich set of steering tools, crowd solver, interaction with DOPs, a starter mocap library of useful motion, sample agents, sample scene setups such as stadium crowds, and more.
Crowd Creation And Layout:


  • New, efficient “packed agent” primitive type natively supported throughout Houdini, including the 3D viewport and mantra
  • Enhanced FBX import of rigs and geometry
  • Convenient shelf tools to bake agent motion and populate terrain with agents
  • Ability to paint density of agents on terrain
  • Easy creation of agent formations from geometry shapes

Visualization:


  • Fast instancing in the viewport and in Mantra
  • Fast, real-time display of large (20K agent) crowds
  • Multiple display options for agents (points, packed prims, rigs, capture regions, etc)
  • Adaptive LOD display
  • Camera frustum culling
  • GPU-accelerated deformations
  • Visualization of arbitrary agent information
  • Efficient mantra procedural with material overrides via new Material Stylesheets

Crowd Solver:


  • DOP-based with designated state, trigger and transition nodes
  • Allows transparent interaction of agents with dynamics environment: RBD, fluids and sand
  • Efficient collision detection (using new collision-layer concept)
  • Intelligent collision avoidance with other agents and with obstacles
  • Terrain adaptation
  • Look-at support
  • Follow-path support
  • Rich set of steering behaviours
  • Flexible CHOP-based tools for motion blending
  • Highly suitable for the simulation of large crowd sets in typical scenarios
  • Easily extendable by artists thanks to open HDA implementation
  • Stadium and street crowds examples on the tool shelf

Output:


  • Bgeo, FBX and Alembic output
  • Efficient mantra procedural with material overrides via new Material Stylesheets
  • Arnold procedural (in the works by Solid Angle)



DYNAMICS

Grains/Sand Solver:


  • Position-based dynamics (PBD)
  • Implemented 100% in VEX: fast, inherently multithreaded, eminently parallelizable
  • Built into DOPs as particle nodes, thus able to interact with all dynamic elements and forces
  • Unique friction model
  • Completely art-directable
  • Wet & dry sand support as well as support for solids, sheets and strands (the inexpensive and fast equivalent of FEM soft bodies, cloth and respectively wires; see the “granular” tools on the shelf and the new Point Deform SOP)
  • OpenCL acceleration 5-10x
  • Faster particle collision (5x) thanks to OpenVDB 3.0

Bullet Solver:


  • Up to 10-20x faster
  • Multi-threaded collision detection
  • Faster handling of initially overlapping objects
  • Faster computation of convex hulls
  • Unique BVH computation
  • New RBD Grains tool for sand-like simulation
  • RBD Grains work with all the existing Bullet constraints.
Finite Elements (FEM):


  • 10-15x lower memory footprint
  • better performance
  • Cheaper (per substep) fracturing
  • New collision algorithm
  • Better fracture behaviour
  • More forgiving tet-mesh construction
  • Self-collision optimizations underway
  • Speed and memory optimizations
  • Cloth tearing feature restored
FLIP:


  • Excellent collision behaviour with deforming geometry
  • Faster (~5x) and higher-quality viscosity calculations — now uses OpenCL
  • Reliable handling of extreme scales (oceans vs fishbowls)
  • Smoother fluid volumes & surfaces resulting in cleaner look without loss of detail
  • Much improved whitewater: volumetric foam and the ability to simulate in a distributed fashion using artist-friendly shelf tools
  • Greater scalability and faster spray collisions via OpenVDB 3.0
Pyro FX:


  • Gas Curve Force tool similar to the Particle Curve Force
  • allows smoke and fire to be attracted among curve
Particles (POPs):


  • Easier collision workflow
  • New “cling” behaviour
  • Greater scalability and faster collisions via OpenVDB 3.0
  • Ability to drive crowds
Dynamics Architecture:


  • DOP cache indicator on playbar
  • Intelligent partially-evicted caching
  • New DOP Output node
  • Playback-only DOP networks
  • New BLOSC compression for sim files (.sc extension) that is 3-10 times faster than gzip compression.




HAIR GROOMING

Grooming Tools:


  • Based on OpenVDB fields (for hair creation) and Stroke SOP
  • Operates on hair guides
  • Fully procedural and artist controllable
  • Works in conjunction with existing fur tools
  • Tools include: hair creation, cutting, extending, randomizing, lifting, combing, etc
  • Ability to plant hair roots at specific (eg for whiskers)
  • Ability to push hair roots with brush
  • Ability to comb and extend hair simultaneously
  • Ability to transfer groom between geometries
  • All grooming tools allow mirroring for efficient grooming performance
  • Tools work both in screen space and character space
  • Automatic handling of collision with skin

Simulation:


  • Numerous performance enhancements
  • Dynamic tearing

Rendering:


  • Improved hair model with additional parameters exposed for complete artistic control
  • Much faster direct rendering of hair and fur with mantra: > 5x



LIGHTING AND RENDERING

Mantra:


  • Radically faster fur and hair rendering
  • GGX lighting model support
  • Separate controls for direct/indirect rays (and other per-component sampling controls)
  • Procedural caching in IPR
  • Significantly lower startup times
  • Optimized BVH construction
  • Improved pixel filtering and noise controls in general
  • Support for HDA procedural rendering
  • Option to render points as spheres very efficiently (faster, much less memory)
  • More verbose mantra output
  • Artist friendly labelling of mantra ROP parameters (“angle” becomes “roughness”, etc)
  • Redesigned mantra ROP for simplicity and discoverability
  • Enhanced mantra shader model
  • Resolved ray-traced SSS issues
  • The maximum render size for Houdini Apprentice has been raised to 1280x720
  • Better documentation and example, including a very visual mantra user guide

Inputs And Outputs:


  • Efficient loading of packed primitives (ability to delay load packed primitives: see File SOP and Crowds)
  • Many Alembic I/O enhancements (eg. SOP round-tripping, user-properties, visibility info, etc)
  • New BLOSC compression for ifd files (.sc extension) that is 3-10 times faster than gzip compression.

Material Stylesheets:


  • New language/framework to allow hierarchical overrides of material/render properties on a component and sub-component basis
  • The de-facto standard for crowd material assignment
  • Intended to ultimately replace existing Material Overrides



SCRIPTING

VEX:


  • Expanded support for structs and classes
  • Native vector2 and matrix2 types
  • Slicing notation: "hello there"[3:4] == "lo"
  • Array support: sort, slice, reverse, find, append, etc
  • CVEX support for array binding
  • String support: [], chr, ord, slice, split, append, etc
  • Group support: pcfind, xyzdist (similar to Soft’s pointLocator), etc
  • Continued back-end optimizations
  • new VOPs for array and string VEX functions




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感謝分享這麼好的資源!  
9年前
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支持houdini ,
9年前
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确实逆天了,支持
9年前
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更新的很强大
9年前
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