Some WIP
Not quite there yet...
It’s very nearly time for a new version of Houdini, and there has been quite a bit of new information on what to expect of late. Judging from what I’ve seen from SIGGRAPH presentation, which is on the Side Effects site, Houdini 12 is going to be a pretty massive release with a ton of new features and improvements. Below of the list of things that I’m particularly looking forward to checking out once the open beta starts:
This is the basis for much of the improvements in Houdini 12: the new geometry library, from the information that sideFX have made available, will give a significant improvement modelling and manipulating geometry. Everyday operations such as adding groups, moving and deleting points and so on are an order of magnitude faster. This also applies to memory handling and efficiency gains: a FLIP fluid sim on a machine with 24gb ram could simulate 7 million particles before hitting memory limits. In Houdini 12 is can sim 77 million. While not everything will benefit equally from the new geometry library, overall this looks to be massive improvement. Personally I’ve always been a bit disappointed with handling large datasets in Houdini, particularly compared to XSI and Maya’s Viewport 2.0 (although Viewport 2 is only semi usable still), so the updated geometry library sounds awesome to me.
With constraints and support for most of the Houdini DOP tools, this is going to be really awesome. Sometimes you’re speed is more important than accuracy and the bullet solver is fast.
OpenCl based, and sounds really rather awesome. This combined with the the speedup to normal cpu (14x faster), means that upresing is no longer really necessary: apparently you can simulate a 300 x 300 voxel sim in near realtime on a macbook pro. The new viewport rendering of volumes looks awesome too.
I like Houdini cloth. That is to say I like the logic of setting it up and the options that it gives you. But let’s face it, it’s not exactly fast. Apparently the new cloth is a lot faster (up to 140x!) and a lot more stable.
If you’ve ever tried to get geometry between packages, you know it sucks. If the geometry has a changing point count it really sucks. Well apparenlty alembic solves all that. Not only is incredibly fast in terms of read/write speed, allowing near realtime playback of heavy scenes, but it is supported by pretty much everyone from Maxon to Autodesk. If I can simply save out a file from Houdini and open it in Maya it will be a good day. It’s about damn time there was interoperability between all the major apps (let’s face fbx never really worked out).
There were many other improvements that look pretty awesome. Things I particularly like are:
There is, of course, many many more new features and updates. If you are interested in learning more check out the [presentation] (http://www.sidefx.com/index.php?option=com_content&task=view&id=2010&...) Side Effects gave at SIGGRAPH on some of the new features. Looking forward to October and getting my hands on the shiny new version.
Have been pretty busy with work of late, hence the total lack of updates. Hopefully will get around to updating with some more interesting stuff soon, but in the meantime, and to prove this blog is not quite dead yet, here are some miscellaneous bits and pieces that I’ve found useful. If you’ve been using Houdini a while you probably know most of these, but hopefully there’ll be something useful you haven’t come across before. Feel free to share anything you think useful in the comments below.
This allows you to print the full output of a node (that is what you see when you mmb on a node). This is handy if you have a lot of attributes on a node and it’s erroring out and you cant see the error message, or if you want to see the complete syntax of an L-System or the node has a really long comment. The syntax is:
opinfo -v <*path to node*>
So for example:
opinfo -v /obj/lsystem1
You can use the echo command to return the output of an expression in the textport. Simply enclose the command that you want to evaluate in backticks. For example:
echo `point("/obj/node/ref", $PT, "Cd", 2)`This can be handy to see if your expression is returning the value that you think it should be.
Recently discovered this while watching the HOM Masterclass.
So if you have a digital asset and you want to promote the parameters from one the contained nodes. You can do it two ways: either manually construct the interface you want by dragging the parameters from the node onto the parameters pane in the Type Properties dialogue, which is tedious or use the awesome op: command to grab the parameters from the node.
So to do this create edit the parameter interface for the asset and:
So if we wanted to import the translate and rotate parameters from a regular transform node. The settings would look like this:
Apart from allowing you to grab existing parms and promote them, this is a relatively elegant way of connecting assets together, particularly since it preserves the layout of the parameters.
A quick test of putting together a shader to use with the Houdini Ocean Toolkit. Not entirely happy with the foam yet.