View Full Version : I'm impressed with houdini 6.0

03-24-2003, 02:08 PM
Hi all

I'm impressed with feature list of new release of houdini (6.0). very large.

Interface Enhancements
-Integrated web-based help browser - with hscript support
-Pane-based menus
-Network pane enhancements
-Custom heads-up display [HUD] sliders
-Handle editors for persistent and operator type handles
-Dynamic Parameters
-Parameter update feedback
-Interactive Camera and Light handles
-New Tumble/Pan options
-Custom panels can be controlled externally

Asset Management
-Networks within Networks
Operator Type Libraries [OTL]
-Tree-style network browser
-Scripted subnet support for render operators and channel operators
-Detail attributes now visible in spreadsheet

-Line SOP
-Null SOP
-Partition SOP
-Attribute Promote SOP
-Point connectivity information in vex sops

-Hotkeys for keying by handle parameters - k - and by scoped channels - Alt+k
-Hotkeys for keying transforms by channel type - Shift+ e (scale), r (rotate), t (translate)
-Channel Group list pane
-Autoscoping of channels when they are selected or keyed
-Next key/previous key buttons on playbar
-MMB drag on playbar to hold parameter values
-Animatable pivot point handle workflow
-Single key channel support
-Zero out and smooth slopes (Ctrl-RMB) to avoid overshoot
-Cycle function - repeats with an offset
-Frame selected keys in both directions in channel editor
-Quaternion support through qlinear function
-Channel reading and writing

-FK/IK switching
-Bone Feedback
-Dynamic Parenting
-Capture Weight Blending
-Kinematic override - interactive manipulation of rest angles

-Area lights
-Active radius parameter - provides illumination boundary
-Output drivers have parameters to choose active lights in the scene
-Point instancing of light sources.

-Global Illumination - Irradiance
-Global Illumination - Caustics
-Mantra procedural support
-Polygonal metaball support
-Object type support
-Particle sprites
-3D Texture direct rendering
-Polygonal Metaball support
-Mantra Object Type support
-Render enhancements for Particle sprites
-Output of named transform spaces to RIB and IFD. All null objects in the scene are now output as named transform spaces. These spaces can be accessed in shaders.
-Point instancing shader overrides. By applying shaders to points, the instanced geometry now inherits the point shader. This allows different shaders to be applied to different instances. The same technique may be used for both geometry instancing and light instancing.
-Ray-bounce has been split into two parameters to give separate control for reflections/refractions.
-proto_install has support for the Sun GridEngine (distributed rendering).
-RenderMan enhancements (deep shadow support)
Image Formats
-TIFF Files set first scanline at the top of the image for better Photoshop support.
-RADIANCE high dynamic range (HDR) file format support. [no alpha]
-isixpack (Reflection Map Generator) can use light probe images http://www.debevec.org/Probes/

-Project Manager - generators can follow/override global settings
-Rotospline enhancements including feathering
-New Operator types:
-Channel copy
-Color Replace
-Colorwheel generator
-Field Swap
-Grain (creation)
-Single view toggle with tabs for multiple operators
-XOR and screen added to composite/layer cops
-Motion blur added to transform, scale, and composite/layer cops
-Concatenation of multiple sequential transforms to transform, scale, and composi0te/layer cops
-Drag-and-drop support
-Image view rulers

Particle Tools
-Particle sliding using enhanced collision and creep pops
-Minimum impulse added to collision pop for bounces
-Quaternion support in expressions and vex

-VEX enhancements -- Please see online release notes
-hscript enhancements
-The atjob allows periodic commands to be run.
-The hscript application now supports the openport (and thus Java), tcl/tk and atjob commands.


03-24-2003, 03:50 PM
I'll wager the price is pretty impressive as well.

03-24-2003, 07:00 PM
testing one two

testing one two

follow your own link outa here and to the houdini formum.

i think perhaps you are lost.

03-24-2003, 08:18 PM
I don't think there's anything wrong with keeping an eye on what other software packages are doing. However, I think a link might have been a better choice then cutting and pasting all the features in the lightwave forum.:rolleyes:

03-24-2003, 09:04 PM
Originally posted by jamball
testing one two

testing one two

follow your own link outa here and to the houdini formum.

i think perhaps you are lost.

:rolleyes: :rolleyes: :rolleyes:

ops http://www.sidefx.com/ :p

03-24-2003, 10:45 PM
I'm not impressed, especially for $17,000. If I had that much money laying around, I would buy XSI.

jin choung
03-25-2003, 01:37 AM
if i had $17,000 i'd buy a house in idaho or something!

man, sometimes these prices are astounding - especially when placed in context of 'real life'.

that's why i dig newtek. they know to think about the price of their stuff in comparison to used cars.

that's what i'm talkin' about....

sure, they can sell to the big fx shops and they'll have to. this buckaroo folds. i'm out. cashing it in.


03-25-2003, 09:46 AM
The thing with prices is that 3d rendering software doesn't have that large a market (compared to games or office software) yet it takes much much MUCH more work to create so the price tag reflects that. If the same ammount of ppl bought 3d software as those who buy games and office apps (ms office etc..) then the price would be much lower then it is now :)


EDIT: forgot to say that 17k is way too high IMO, lightwave/maya are about right pricewise.

03-25-2003, 10:55 AM
Yeah, I don't care if the software washed my car and wiped my ***** for me, if it's $17,000, what's the point of mentioning it? If you see something in Houdini that you like, add it to the feature request forum.

03-25-2003, 11:55 AM
if 3d apps sell as well as games, its price would double.

03-26-2003, 11:13 AM
Houdini Select is about $1300, just missing character animation, advanced particles, and doesn't have unlimited render node licences. Houdini is wicked, it's procedural workflow is VERY powerful, and everything can be enveloped! Still, for value for money, nothing beats Newtek!

03-26-2003, 01:04 PM
If i had $17,000 I would hire someone to do all my work for me.
Then stand back and moan at them for not doing it right.:D

Either that or pay a programmer to write a load of LW plugins:)

03-26-2003, 01:31 PM
If a program didn't have character animation, I certainly wouldn't pay $50 bucks for it let alone $1300. It might as well just serve as a paperweight.

03-26-2003, 07:53 PM
Yups. That's like LW without it's modeling and rendering tools.