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View Full Version : Side FX announces Houdini 13



robertoortiz
10-31-2013, 05:14 PM
Quote:
"From faster, more flexible particle tools, to a new lighting workflow, to the adoption of open standards such as OpenEXR 2 and OpenSubdiv, Houdini 13 will increase productivity and allow for bigger more impactful VFX. Whether you are a feature film VFX artist, a game developer or a commercial studio, this new release brings you new and enhanced tools that will meet the most demanding production requirements.

"
http://www.sidefx.com/index.php?option=com_content&task=view&id=2582&Itemid=390

Eagle66
10-31-2013, 05:51 PM
http://abload.de/img/houdinisgi7w.jpg

:devil:

pinkmouse
10-31-2013, 06:15 PM
Nice "Halloween" trailer too!

http://www.sidefx.com/index.php?option=com_content&task=view&id=2582&Itemid=390

Netvudu
10-31-2013, 07:14 PM
yup! Playing with both LW 11.6 gold and H13...too much fun!! They play very well together as well

probiner
10-31-2013, 07:20 PM
yup! Playing with both LW 11.6 gold and H13...too much fun!! They play very well together as well

How? For what? :)

Netvudu
10-31-2013, 07:39 PM
Well, right now Iīm not playing with them together, Iīm playing with both of them, but exporting cache files is pretty easy from any of them to the other in order to render, or to model in one and use in the other, or ...well, a lot of things.
The slow but sure implementation of Alembic in Lightwave will only make things easier.

prometheus
11-01-2013, 03:41 PM
just been checking mdd point cache export from houdini, will do some tests later on houdini dynamics and exports, then perhaps testing fluids export to, I did some of that for a long long time ago, and are now testing again.
basic animation and transformations works with mdd point cache anyway, a little tricky first to know how to, and then import with lightwave mdd reader.

the lwo format seem to crash when exporting from houdini, the obj format work, for demoīs and reels..using houdini L-system and exporting to lightwave for render is doable and legal as I know of.

need to find proper fbx settings for getting correct scale and camera for importing lightwave fbx to houdini, will probably set up animation and model stuff including cloud objects, but use houdini cloudfx tool on the cloud objects instead of
hypervoxels.

I have found houdini giving more crashes than I have patience for.
Still have to download the newest houdini apprentice 13, the enhanced particle boost is what interests me mostly.

For newbies to be aware of in houdini, there is no camera in the scene from start, and you canīt just add a keyframe as in lightwave, you have to add a camera and a render node, you have to create the channel for the animation parameters when keyframing:)
Basic and simple stuff like this makes me go...I prefer the lightwave way the first meters, further on down the road I want to reach civlization, and there is where lightwave ends and houdini takes over:)