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Houdini 11 released with Ptex support
Posted by:kite 37 days ago • Discuss • http://www.sidefx.com
July 27, 2010 - Side Effects Software is excited to announce the immediate release of Houdini 11. With a focus on productivity, Houdini 11 meets the needs of artists and studios who are looking for ways to accomplish more and work faster. From the new FLIP fluids solver, which offers amazing speed and control, to automatic fracturing of RBD objects, to a re-architected shader building workflow, artists will be able to work much more effectively with Houdini 11.
Houdini 11 includes a wealth of new features and enhancements which are all geared towards making the artist more productive:
User Interface
New, bezier-style connectors in the network editors
New tool palette in the network editor offers a gallery of nodes which can be dragged into the network.
Seamless integration of particles into dynamics networks and dynamics into geometry networks. This makes it easier to focus simulations on particular networks instead of simulating everything at the same time.
Enhancements to bundles to strengthen light-linking workflow
Z-up support
Vertex Normals
Support for vertex normals in OpenGL
Network Rendering
Network-distributed IPR
HQueue for Windows and Mac
Gold release of Houdini Cloud rendering tools
Volumes
Support for multi-resolution volumes with merging, feathering and surfacing tools
VEX Volume Procedural
Volume Quality setting in viewport
Camera frustum volumes with tapering values.
Higher quality viewport visualization of volumes
Texturing
Support for Disney's "ptex" format
Point clouds
New point cloud surfacer with adaptive controls (generates a better surface than the existing particle fluid surfacer; more applicable to games)
New point cloud functions
Fluids
New Fluid Shelf tools – target smoke, source from surface, resize voxel grid
SPH particle fluid solver up to twice as fast
Ability to rotate voxel grid to create non axis-aligned fluid container
Fur
More shelf tools for hair grooming
Control over guide hair distribution for faster interactivity while grooming
Combing direction can now be controlled by skin shaders
No need for rest attribute
Distributed wire solver output node
Cloth
Support for cloth pinching and layering
Direct support for non-stretchy cloth (stretch/shear/bend constraints)
Ability to simulate 0D cloth particles and to attach 1D cloth strings to 2D cloth surfaces - this provides as unified cloth solver for particles, wires and cloth surfaces.
Distributed cloth solver output node
Crowd Control
New CHOPS (foreach, iksolver, objectchain, transformchain, vector ) – for crowds and more
New python module that lets developers easily embed C++ code into python code


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