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【著色器構建工具】Houdini FX v17.5.229 (電影特效魔術師)

Houdini Master(電影特效魔術師)是Side Effects Software的旗艦級產品,是建立進階視覺效果的終極工具,因為它的橫跨公司的整個產品線的能力,Houdini Master為那些想讓電腦動畫更加精彩的藝術家們空前的能力和工作效率。
許多電影特效都是由它完成:指環王中“甘道夫”放的那些“魔法禮花”,還有“水馬”衝垮“戒靈”的場面,後天中的龍捲風等等,a52的汽車廣告,反正只要是涉及DD公司製作的好萊塢一線大片,幾乎都會有Houdini參與和應用。

Side Effects Software宣佈發佈 Houdini FX v17.5.229,新的著色器構建工具,人群布娃娃和Houdini引擎。
這個新版本增強了建模,編譯和動畫工具,以滿足通才,動畫師,打火機和遊戲製作者的需求,同時VFX工具在處理大資料時變得更快,更具可延伸性和更高效。


SideFX團隊在加拿大蒙特利爾推出了新版本Houdini 17.5,Houdini 17.5是一個重要的版本,內含許多關鍵功能,H17.5的版本代號是PDG(Procedural Dependency Graph程式化依賴關係圖表)。
這項新技術在即將發佈的Houdini 17.5中作為新的Houdini操作上下文(稱為TOPs(任務操作員))和一個名為PilotPDG™的獨立應用程式提供。
無論您是電影VFX藝術家,遊戲開發者還是商業工作室,Houdini 17.5都能為您帶來全新的增強工具,以滿足您最苛刻的製作需求。
此外,Houdini 17.5還有各種各樣的功能增強功能,您可以在H17.5新功能視訊和發佈演示視訊中瞭解這些功能。


另外,17.5還有很多其他改進,內含檢視顯示的大幅度升級(GPU加速實時顯示Volume/煙火、標準材質在檢視的預覽結果與編譯高度一致等)、特效模擬部分的升級(在檢視中直接繪製RBD約束、Vellum支援每個點設定不同的Friction/摩擦力等)、建模部分的升級(Measure測量節點 2.0、Terrian地形Erosion功能速度提升70%、地形支援Alpha Cutouts/做漂浮島嶼變得異常簡單等)。
Vellum還獲得了一個新的“纖維”約束,它的功能類似於對像中的內定支架,決定了它變形的模式。
纖維的方向可以手動調整,使用一個修改版本的Houdini現有的毛髮修飾工具集。
模擬工具集的其他變更內含一組新的交談式RBD約束,使使用者可以在檢視連接埠中直接操作動態模擬,而不必編輯參數值。
新的基於gpu的煙霧著色器,改進 Principled shader
Houdini17.5還改進了在視窗中顯示體積效果。更新引入了一個新的gpu加速煙霧著色器,在使用區域光源時比前一個著色系統“快3倍”。
新著色器還應提供場景照明和煙霧之間互動的更準確預覽,內含支援陰影和聚光燈。
工作流:重寫 key SOPS,新的多輸出顯示選項
工作流變更內含對Measure SOP的“重新編寫”,增加了計算曲面曲率和梯度以及面積或體積的選項。
值可以通過viewport彩色編碼可視化地顯示,內含內建的直方圖顯示。
模型
Houdini傳統上有時以犧牲其交談式工作流程為代價提供強大的程式建模。
通過Houdini的改進,建模人員現在能夠在視口中直觀地工作,具有新的調整編輯工作流程,邊緣滑動,軟選取突出顯示以及PolyBridge和PolyExpand 2D等新工具。
對於使用高解析度模型,新的重新拓撲工具可以通過在高解析度幾何體上繪製來輕鬆構建低解析度幾何體。
給予
Houdini中的編譯更快更豐富,並且對Mantra編譯器進行了改進,例如檢查點和編譯檢視反饋。
Shader建築已通過新的著色器庫,重建的Shader FX選單,分層材料和卡通著色器得到增強。
Houdini還內含迪士尼基於物理的Principled Shader的實現,旨在通過最小的控件提供藝術彈性。
此外,sidefx.com上還提供免版稅的PBR Ready Textures庫,用於Houdini的著色器構建工具。
材質樣式表建立了一個生產級工作流,用於建立和管理與Alembic檔案和打包幾何體配合良好的材質覆蓋。
在材質設定中輕鬆設定隨機紋理和差異,以便為類似物品(如人群代理)的集合提供獨特的外觀。
的RenderMan
RenderMan和RIS著色支援完全整合到Houdini中。
RIS Shader網路SHOP中提供RIS著色器,Houdini的VOP上下文提供了一個本機環境,用於構建具有OSL支援的RIS著色器。
皮克斯動畫工作室RenderMan的業務總監克裡斯福特說:“皮克斯和副作用共同為打火機創造了一流的體驗。
Houdini提供交談式著色器構建工具,使藝術家可以輕鬆實現他們想要的外觀。
Houdini附帶一套完整的RenderMan BxDF,Pattern和Integrator RIS著色器以及RIS光著色器和相機,光探測器和捲動快門RIS投影著色器。
還有一個新的RIS編譯節點,它容許RIB和RIS編譯節點具有特定於每種模式的更清晰的介面。
活躍
Houdini中的動畫工作流程比以往任何時候都更好,內含洋蔥皮,姿勢庫面板,改進的字元選取器面板以及塗料板的增強功能。
這樣可以更輕鬆地在Houdini中構建和關鍵幀字元。
新的輕量級女性和男性裝備提供樣本角色,藝術家可以使用這些角色來探索Houdini中的動畫工具。
Houdini還內含雙四元數支援,用於扭曲幾何形狀並防止體積損失。
Houdini for Games
Houdini中的建模改進對於使用Houdini構建程式資產以用於Unity和Unreal等遊戲編輯器的遊戲藝術家特別有用。
PolyExpand2D工具可以輕鬆計算直骨架,是道路生成的理想選取。
Houdini還內含紋理烘焙和視口支援UDIM紋理,世界空間法線貼圖,UV網格邊界和重疊UV區域。
遊戲製作者現在可以匯入和匯出切線空間法線貼圖,並將凹凸和置換貼圖轉換為法線貼圖。
人群布娃娃
Houdini人群工具中加入了布娃娃動力學以及肢體分離,模糊邏輯和更好的人群行為。
現在可以更輕鬆地設定材質和幾何體變化,並加入了工具來設定顯式目的位置。
還有一個代理凸輪工具可以建立一個攝像頭並將其附加到代理的頭部以進行視點拍攝。
分佈式VFX
Houdini將使VFX藝術家更高效,並能夠擁有更大,更有活力的FX。
新的自適應PBD容許藝術家將粒子模擬集中在碰撞中涉及的粒子上。新的粘性流體工具,如Lava,Melt Object和Emit Steam,可以讓藝術家快速獲得生產就緒效果。
流體和PBD模擬現在可以分佈到伺服器場中的多個節點,以建立和管理更大的模擬器。
分佈容許藝術家超越任何一台電腦的功能,結果在編譯時無縫地組合在一起。
現在可以輕鬆實現具有十億或更多顆粒的FLIP流體模擬。
Houdini發動機
對於在其他應用程式中工作的藝術家,如AutodeskRMayaR,Cinema4DR,UE4R和UnityR,Houdini引擎可以在這些應用程式中開啟Houdini數字資產。
Houdini在後台工作以烹飪資產內的節點網路,並將結果傳遞到主機應用程式的視口。
Houdini Engine旨在將API前端與計算後端分開。 這容許每個主機有多個會話,每個主機有多個執行緒,穩定性更高,並且可以整合而不會發生衝突。
這個用戶端使獨立開發者Hideki Suzuki能夠完成他的3DS Max外掛程式。
Houdini內含對Maya外掛程式的改進,例如支援斜坡參數,而Unity外掛程式現在支援繪畫輸入。
【著色器構建工具】Houdini FX v17.5.229 網址:
https://www.sidefx.com/
Side Effects Software has announced the release of Houdini with onion skinning, new shader building tools, crowd ragdolls and Houdini Engine. This new version enhances modeling, rendering and animation tools to meet the needs of generalists, animators, lighters, and game makers while the VFX tools become faster, more scalable and more efficient at handling big data.
Model
Houdini has traditionally offered strong procedural modeling sometimes at the expense of its interactive workflow. With improvements made in Houdini, modellers are now able to work intuitively in the viewport with the new tweak edit workflow, edge sliding, soft selection highlighting and new tools such as PolyBridge and PolyExpand 2D. For working with hi-res models, new retopology tools make it easy to build low-res geometry by drawing right on top of high-res geometry.
Render
Rendering in Houdini is faster and richer with improvements to the Mantra renderer such as checkpointing and render view feedback. Shader building has been enhanced with a new shader library, a rebuilt Shader FX menu, layered materials and a cartoon shader.
Houdini also includes an implementation of Disney’s physically-based Principled Shader which is designed to provide artistic flexibility with a minimal set of controls. In addition, a library of royalty-free PBR Ready Textures will be available on sidefx.com for use with Houdini’s shader building tools.
Material stylesheets create a production-level workflow for creating and managing material overrides that work well with Alembic files and packed geometry. 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.
RenderMan
RenderMan and RIS shading support is fully integrated into Houdini. 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.
“Pixar and Side Effects have worked together to create a first class experience for lighters,” says Chris Ford, Business Director – RenderMan, Pixar Animation Studios. “Houdini offers interactive shader building tools which make it easy for artists to achieve the look they desire.”
Houdini comes with a complete set of RenderMan BxDF, Pattern, and Integrator RIS shaders as well RIS light shaders and Camera, Light Probe, and Rolling Shutter RIS projection shaders. There is also a new RIS render node which allows the RIB and RIS render nodes to have cleaner interfaces specific to each mode.
Animate
The animation workflow in Houdini is better than ever with onion skinning, a pose library panel, an improved character picker panel and enhancements to the dope sheet. This makes it easier to pose and keyframe characters in Houdini.
New lightweight female and male rigs provide sample characters that artists can use to explore the animation tools in Houdini. Houdini also includes dual quaternion support for deforming twisting geometry and preventing volume loss.
Houdini for Games
The modeling improvements in Houdini will be particularly useful for game artists who use Houdini to build procedural assets for use in game editors such as Unity and Unreal. The PolyExpand2D tool makes it easy to compute straight-skeleton and is ideal for road generation.
Houdini also includes texture baking and viewport support for UDIM textures, world-space normal maps, UV mesh boundaries and overlapping UV regions. Game makers can now import and export tangent-space normal maps and convert bump and displacement maps to normal maps.
Crowd Ragdolls
Ragdoll dynamics have been added to the Houdini crowd tools along with limb detachment, fuzzy logic and better crowd behaviour. It is now easier to set up material and geometry variations and tools have been added to set up explicit target locations. There is also an Agent Cam tool which creates a camera and attaches it to the head of an agent for point of view shots.
Distributed VFX
Houdini will make VFX artists more productive and capable of bigger, more dynamic FX. The new adaptive PBD lets artists focus grain simulations on particles that are involved in collisions. New viscous fluids tools such as Lava, Melt Object and Emit Steam give artists quick access production-ready effects.
Fluid and PBD simulations can now be distributed to multiple nodes on your farm to create and manage bigger sims. Distribution allows artists to work beyond the capability of any one computer and the results fit together seamlessly when rendering. A FLIP fluid simulation with a billion particles or more is now easily achievable.
Houdini Engine
For artists working in other applications such as Autodesk® Maya®, Cinema4D®, UE4® and Unity®, the Houdini Engine makes it possible to open up Houdini Digital Assets in these apps. Houdini works in the background to cook the node networks inside the asset and the results are delivered to the viewport of the host application.
Houdini Engine has been designed to separate the API front end from the compute back-end. This allows for multiple sessions per host, multiple threads per host, greater stability and can be integrated without library conflicts. This thin client has made it possible for independent developer Hideki Suzuki to complete his 3DS Max plugin.
Houdini includes improvements to the Maya plug-in such as support for ramp parameters while the Unity plug-in now has support for paint input.

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