![]() These all feed into the Pyro SOP solver which has a great new feature which allows Houdini to run a high-resolution Pyro simulation on the GPU. They have timing controls and paths to control the trails that you might want to see. The new burst and trails sourcing nodes allow us to make controllable sources for explosions and trails all within SOPS. This is complemented by a new deform along path node and a new scatter and align SOP to easily create the correct attributes for copying and instancing geometry. It would take a while to build a similar setup with the same controls, but now we have a tool to do that quickly and easily. There is a new Chain Sop which allows us to use custom geometry and place along a curve with lots of controls. Recently SideFX have been making higher level assets (basically pre-built networks) for common tasks to enable those with less experience or time to create fantastic effects out of the box.įor example, we often want to copy objects along paths to create fences, chains, tracks, tubes etc. Houdini is known for being able to create networks to just about do anything, but this can be very complex. ![]() ![]() This is a great approach as it makes complex effect creation much more accessible to the new Houdini user or those without the time to create such advanced set-ups. These higher-level assets allow the new user to Houdini to create complex effects very quickly and for the expert user they are a fast way to create common setups. I have found that a lot of the enhancements in this 0.5 release, are mainly to speed up creative workflows by having assets of commonly used setups. There is also an amazing new feature set for animation and rigging called KineFx. I have really enjoyed exploring the new features of this release and there are some great new workflows in modelling, DOPS and Vellum and many others.
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