SideFXの3DCGソフトウェア「Houdini」次期バージョンである「Houdini 19」のスニークピークが公開されました。
Houdini 19 Sneak Peek
Houdini 19 アップデート内容
- Solaris for Layout & Environments
- Unique brush-based framework for large-scale set dressing
- HDA-driven brush architecture with unlimited customizibility
- Standard brushes include fill, place, nudge, orient, delete
- Full access to verbified/compiliable SOP networks
- Natively embedded Edit LOP functionality with Physics
- USD component builder with auto-tumbnail generation
- PDG-assisted creation of layout asset gallery
- User-defined asset working sets
- USD asset browser
- Karma
- Beta tag removed indicate production readiness
- Excellent first-pixel perfirmance for IPR
- Much improved final image quality and performance
- Path guiding for indirect rays to help with “difficult” lighting
- Camera frustum optimizations for volumes
- Improved motion blur on crowd agents
- Improved holdout/matte workflow
- Support for deep camera maps
- Better Albedo AOV output
- Improved memory usage
- Improved sampling quality
- Ability to render USD
pinned curves
for hair & far - Shading: VEX, USD Preview SUrface, MaterialX shader graphs
- Dedicated PBR Hair and Volume shaders
- Redesigned Karma LOP UI for greater ease of use
- Karma ROP for instant rendering of non-USD Houdini scenes
- Alpha access to Karma XPU with limited feature set (not for production)
- Grooming
- Completely redesigned grooming toolset
- Many new tools and interactve brushes
- 10-100x faster hair sculpting with GuideGroom
- Fast planting: choice of single hairs of scatter brushes
- Extensive mirroring capabilities
- Powerful grouping and masking
- Native support for Vellum physics brushes
- Specialized Karma CPU and XPU hair shaders
- Muscle, Tissue, Skin(Bata)
- Unfied muscle, tissue, skin rigging and simulation system
- SOP-based workflow with Vellum soft body simulation built-in
- Constraints and physical properties configured procedurally as attributes
- Physical system independent of tet-mesh resolution
- Non-destructive and fully interactive
- Modular, with a pipeline-frendly approach
- Every stage can be simulated and/or (partly) animated
- Natural-looking muscle sliding
- Fine wrinkling support via skin layer
- Native muscle tensioning system with customizable triggers
- Automatic computation of natural fibre direction
- Realtime muscle fibre “grooming” for added artistic control
- Interactive painting of all properties, e.g. stiffness and density
- Full access to Houdini`s geometry and visualization toolset
- Pyro
- Growing SOP-based toolset to help source and shape comples setups:
- Shockwave, Particle Trail, Muzzle Flash, Blast Rings, adn more
- More one-click pyro effects via shelf tools
- Even more powerful, realtime
minimmal
pyro solver - Ability to track burning objects in realtime using minimal solver
- New force nodes, e.g. GasAxisForce, fine turned for minimal solver
- Cinematic quality results with realtime GL viewport
- High quality viewport flipbooks suitable for use in game engines
- Specialized volume shaders in Karma CPU and XPU for stunning results
- Ability to scale simulation velocities smoothly and accurately
- Extrapolation of velocity into new tiles
- Improved DebrisSource node for secondary pyro elements
- Completely redesigned pyro solver UI for increased ease of use
- Vellum
- Now a fully complate, unified multi-solver
- Native support for XPBD fluids
- Native support for XPBD rigid bodies and plasticiy
- Expanded use of OpenCL for faster interactive performance
- Realtimne grain simulation with minimal Vellum solver
- 2-4x faster5 grains with regular Vellum solver
- Interactive brushes for fluid and grain sculpting
- Optimized crowd agent unpacking for Vellum sims
- Soft body optimizations for muscle, tissue & skin sims
- Constraint browser to manage and viisualize Vellum constraints
- PDG / TOPS
- Robust & mature environment; lowest learning curve since inception
- Growing number of Houdini tools with built-in PDG support
- Ability to embed TOPs directly into SOPs, complete with tile GUI
- Gradual elimination of NFS reliance to facilitate cloud deployment
- RPC-based transfer of work-item data
- Custom file transfer handler
- File transfer flags on attributes
- Advanced controls for work-item regeneration and cooking
- Lock flags to freeze individual TOP nodes
- Ability to save selected work-items to hip file
- Ability to use macOS/Linux farms without ambiguity
- Improved Deadline and Tractor scheduler support
- Updated MQ Server with better reporting and customization
- Improved services panel with background service startup
- Expanded logging capabilities across the board
- More efficient job management with work-item info window
- Automated detection of attribute usage in expressions
- Ability to make nodes static or dynamic based on attribute flow
- Feedback of attributes in loop
- Easier and faster navigation and visualization
- Switch, Null, Output TOPs to display the work-item dots of their inputs
- Better TOPs UI performance
- Deprecated ‘mapper’ concept in favour of ‘partitioning’
- Dozens of other features and usability enhancements
- Modelling / Geometry
- Redesigned curve drawing with Bezier handles and corner rounding
- Interactive curve editing embeddable in any HDA
- Enhanced UVFlatten & UVLayout algorithms and UX
- Non-manifold mesh support in Topo Transfer
- Ability to mask rigid areas in Topo Transfer
- Enhanced GLTF mesh and texture export
- Volume deformation framework
- Volume<->Lattice round tripping
- Artist-friendly volume noise tools
- VDB extrapolation and merging
- More attribute manipulation nodes such as AttributeFill
- Dozens more verbified/compilable SOPs
- Powerful ability to invoke a compiled SOP graph
- Many other modelling tools in SideFX Labs
- Solaris for Lighting & Rendering
- Comprehensive Houdini scenee importer
- High-level tools to enhance new user experience
- Better motion blur generation for fast moving primivives
- Background plate tool for holdouts
- Opition to pause viewer updates
- Much faster GL rendering of transformable instances
- Viewport support for camera exposure attribute
- Per-renderer viewport setting for overrides, purpose, and load mask
- Support for baking viewport overrides into Inline USD node
- Forground image overlays in viewport
- Implicit prototypes viewable in scene graph
- Ability to pin commonly accessed primitives in scene graph
- Python plugins for custom objects & render metadata
- Quick visualization of arbitrary output in VOP networks
- Specialized node for material property editing
- Initial support for MaterialX workflows
- Complete suite of MaterialX VOP nodes
- Background rendering of snapshots
- Interactive click-to-focus feature for Karma snapshots
- Updated Karma LOP for fast and convenient reender setup
- USD 21.08
- KineFX
- Evolving Framework with current emphasis on motion data & physics
- Realtime moca-pdriven puppeteering with body & facial data streaming
- Support for all major mocap software such as Xsens and Faceware
- Key pose extraction from motion clips with dense animation data
- Advanced controls for behaviour outside of motion clip range
- Per-joint blending in all motion clip editing tools
- Easy to add procedural secondary motion: overshoot, lag, jiggle, spring
- Non-destructive rig layering combined with animation layering
- Workflows to blend physics-aided animation with motion clips
- Ragdoll dynnamics for hero characters with embedded full-body IK
- Ability to specify custom collision geometry and rig control geometry
- Motion-path handle ofr keyframing in Rig Pose
- Improved animation baking controls in Rig Pose
- Multi-selection of joints faster in the 3D viewport
- Enhanced skelton blending
- Handy utilities for rig and rig-control visualization
- Improved reverse foot and realistic shoulder behaviour
- FBIK-aided hip leaning for more realistic terrain adaptation
- Redesigned capture layer paint tool
- High-level tool for biharmonic capturing that simplifies typical setups
- Streamlined workflow to create and mobify blendshapes
- Custom metadata support for crowd agents
- Redesigned workflow for geometry layering of crowd agents
- Support for FBX multi-layered textures & other layer elements
- Dedicated UE5 plugin support with HEngine
- Direct character import into Solaris
- GFLTF animation, light and camera export
- RBD Destruction
- Ability to track RBD age, i.e. time since activation
- Mutch faster unpacking of packed fragments
- Ability to set and edit constraint properties
- Large-scale packed object support for debris genaration
- Artist-frendly mechanism to emit pyro dust from RBD sims
pscale
andscale
handling of packed RBD objects by Bullet solver- Cone angle support for finer control over connecting adjacent pieces
- Enhanced clustering of pieces support via groups
- Ability to account for forces before or after solver execution
- Faster, more accurate and powerful centroid extraction
- Full transfer of vertex attributes to interior surface during fracture
- Abiity to convert deforming geometry to animated static packed objects
- Enhanced visualization of guided and non-guided pieces
- Constraint browser to manage and visualize RBD constraints
- 3D Viewport
- Distant light support via cascading shadow maps
- Light bloom and halo effects
- Particle sphere lighting
- Seamless display of volumes with volumetric fog
- Volume ambient occlusion and filtering
- Silhouette selection mode
- Improved snapping accuracy
- First-person (WASD) navigation
- Better HDR antialiasing of very bright edges
- Shading mode for objects with MatCap texture
- ‘tangentu’ & ‘tangentv’ support for normal mapping
- Terrain material able to visualize up to 10 different layers
- Faster rendering of scenes with thousands of objects
- GPU-accelerated blendshapes for packed crowd agents
- Auto clipping-plane adjustment while tumbling
- Much faster background texture loading
- Fast rendering of cutout objects
- Support for EDR values on macOS
- Python API for limitless 3D handle customization
- Framework for customizable HUD overlays (in progress)
- Houdini Engine / Plugins / Scripting
- UE5 plugin with Nanite, Geometry Collection and Chaos support
- UE5 plugin skeletal mesh support for KineFX
- WIP: UE5 support for World Partition
- Enhanced Unreal LiveLink bridge with blendshape support
- Point, face and edge support in 3ds Max plugin
- Ability to bake HDAs to 3ds Max layers
- More fully featured MaxScript API
- HDRP/URP support in Unity plugin
- Custom tilemap input type for Unity
- Curve handling enhancements in Unity plugin
- Auto-create PDG Asset Link and filter TOPs by name in Unity plugin
- HEngine API (HAPI) functions to control COP resolution limits
- More efficient ways to create and work with input curves in HAPI
- Ability to get/set array attributes and groups in HAPI
- Support for more integer attribute types in HAPI
- Many GLTF export enhancements, including lights & cameras
- Improved VEX wrangling UX: line numbers, zooming, selections
- SideFX Labs
- VAT3.0: 20+ features with high-fidelity data encoding
- VAT3.0: drastically reduced memory footprint
- Polygonal slicer for creative cutting of geometry
- Symmetrical polygon mesh reduction
- Artist-friendly EdgeDamage and RopeWrap tools
- Curve boolean operator
- Randomized selection and direction
- Calculation and optional removal of UV distortion
- FileCache with embedded PDG network for fast wedging
- PDG-powered image metadata extraction
- Enhanced network walking
- Attribute importer into COPs
- Convenient screen colour sampler
- Custom map style support in Mapbox
- Handy paint brushes for network annotation
- Enhanced texture baking
- Powerful Flipbook Texture exporter to game engines
- World composition helper for Unreal Engine
- PivotPainter 2.0 support for Unreal Engine
- Project archiving
- Procedural tree generation
- All tools now python 3.X compatible
- Documentation included in main Houdini docs
- .Everything with support for python 3.7 on by default
テキストで情報がなかったので、動画の最後にあったアップデート内容をテキストに起こしてみました。にしてもすごい量…。「Houdini 19」の公式発表イベント「Houdini 19 Launch Reveal」が10月18、19、21日にThe View Conferenceのオンラインポータルで、その後10月18/28/29にYoutubeLIVEで利用できるようになります(現地時間)イベントでの詳細発表も楽しみですね。是非チェックしてみてください。
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