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RIS shaders are available in the RIS Shader Network SHOP and Houdini’s VOP context provides a native environment for building RIS shaders with OSL support. RenderMan 20 and RIS shading support is fully integrated into Houdini 15. Easily set up random textures and variances in material settings to give a unique look to a collection of similar items such as crowd agents. Material stylesheets create a production-level workflow for creating and managing material overrides that work well with Alembic files and packed geometry. In addition, a library of royalty-free PBR Ready Textures will be available on for use with Houdini 15’s shader building tools. Houdini 15 also includes an implementation of Disney’s physically-based Principled Shader which is designed to provide artistic flexibility with a minimal set of controls. Shader building has been enhanced with a new shader library, a rebuilt Shader FX 2.0 menu, layered materials and a cartoon shader. System Requirements For SideFX Houdini 16.Rendering in Houdini 15 is faster and richer with improvements to the Mantra renderer such as checkpointing and render view feedback.
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– Spring-based and FEM-based skin & muscle system – Fast bone placement with medial axis support – Biharmonic skin capturing to diminish the need for weight painting – Flexible constraint architecture based on VOPs and CHOPs Many enhancements to the Animation Editor The new Biharmonic skin capturing will save riggers valuable time while the FEM-based muscles produce high-realism results. SideFX Houdini 16 new animation and rigging tools have been improving over the last few releases – and with the Auto-rigging, Muscle and Flesh architecture and Invisible rigs in Houdini 16, a complete character workflow is now in place. – Direct rendering of HIP files containing curves and points with no Engine licenseĬharacter Animation & Rigging – Advanced Rigging Tools with Muscles – Fine-grained, intuitive controls for the quality/performance tradeoff – Significant performance enhancements to Mantra – Per-pixel inspection of material stylesheet overrides in IPR – Viewport support for metallics, coat, occlusion, reflection and more – Easy OpenGL tagging of shader attributes for viewport visualization – Updated shader gallery with new entries such as skin, wax, and mountain – Redesigned Principled uber shader with extensive features and controls – SideFX Houdini 16 brings support for unified nested dielectrics – Ray-traced SSS BSDF with image-plane outputs – SideFX Houdini 16 brings redesigned VOP node tiles – Full support for nested, unlimited shader layering – Much streamlined workflow to aid both new and existing users Game artists can leverage an improved texture baking workflow.Īrchitecture for single-tiered shader creation in VOPs (no SHOPs required) Mantra has been enhanced with improved BSDFs for creating Sub-Surface Scattering, Dielectrics, Absorption and more. SideFX Houdini 16 includes a new shader building workflow that allows for layer mixing and quick access to procedural texturing tools. Look Development – Streamlined Shader Building Workflow – Native collision support for Houdini’s physical sim environment (DOPs) – Very fast: hardware accelerated via OpenCL – Dedicated Mantra procedural for rendering – High-quality visualization in the viewport – Game-friendly terrain material and specialized shader for VFX use – Support for GeoTIFF and several Lidar formats – Ability to paint and override any attribute – Ability to mask areas of interest with freeform curves and texture maps – Seamless optional leveraging of Houdini’s compositing network (COPs) – Straightforward workflow, similar to image compositing but in 3D – Full and immediate access to Houdini’s modeling arsenal – Brand new architecture for procedural terrain generation
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