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Houdini是一款三维计算机图形软件,由加拿大Side Effects Software Inc.(简称SESI)公司开发,SESI公司由Kim Davidson和Greg Hermanovic创建于1987年。
Houdini是在Prisms基础上重新开发而来,可运行于Linux, Windows, Mac OS等操作系统,是完全基于节点模式设计的产物,其结构、操作方式等和其它的三维软件有很大的差异。
Houdini自带的渲染器是Mantra,基于Reyes渲染架构,因此也能够快速的渲染运动模糊、景深和置换效果。 Mantra是经过产品验证的成熟渲染器,可以满足电影级别的渲染要求。当然,Houdini也有第三方渲染器的接口,比如:RenderMan、Mental ray、Vray、Arnold和Torque等,可以把场景导出到这些渲染引擎进行渲染。
SideFX 正式发布了 Houdini 20.5.278,这是对其旗舰程序 3D 软件 Houdini 的一次大规模更新,增强了应用程序的主要工具,包括 Karma、Solaris、KineFX 等,并带来了大量新功能供 3D 艺术家和开发人员试用。
此前, SideFX 宣布Houdini 20 版本极大改进了该软件的 Karma 渲染器。此次更新带来了新的毛皮着色器,具有髓质支持、六角形平铺、物理天空以及分布式多帧和多镜头渲染等高级功能。Karma XPU 专为在 GPU 和 CPU 上工作而设计,还增加了雾箱、嵌套电介质、吸收、分散以及对 Cryptomatte 的支持等附加功能。
此外,SideFX 还增强了对 MaterialX(丰富材质和外观开发内容的开放标准)的支持,添加了材质链接器、材质目录、AMD MtlX 库以及 MtlX 标准曲面的薄壁传输。
软件中还有新的动画功能,包括抛射运动、粘性碰撞、新的选择集动画环境以及视口中的视频参考。
Houdini is a 3D computer graphics software developed by Side Effects Software Inc. (SESI) of Canada, which was founded by Kim Davidson and Greg Hermanovic in 1987.
Houdini was redeveloped based on Prisms and can run on Linux, Windows, Mac OS and other operating systems. It is a product designed entirely based on node mode, and its structure and operation mode are very different from other 3D software.
Houdini’s own renderer is Mantra, which is based on the Reyes rendering architecture, so it can also quickly render motion blur, depth of field and displacement effects. Mantra is a mature renderer that has been product-proven and can meet the requirements of movie-level rendering. Of course, Houdini also has interfaces for third-party renderers, such as RenderMan, Mental ray, Vray, Arnold and Torque, etc., and scenes can be exported to these rendering engines for rendering.
SideFX has officially released Houdini 20.5.278, a massive update to its flagship 3D program Houdini, which enhances the application’s main tools, including Karma, Solaris, KineFX, etc., and brings a ton of new features for 3D artists and developers to try out.
Earlier, SideFX announced that the Houdini 20 version greatly improved the software’s Karma renderer. The update brings a new fur shader with advanced features such as medulla support, hexagonal tiling, physical sky, and distributed multi-frame and multi-shot rendering. Designed to work on both GPUs and CPUs, the Karma XPU also adds additional features such as fog boxes, nested dielectrics, absorption, scattering, and support for Cryptomatte.
In addition, SideFX has enhanced support for MaterialX, an open standard for rich material and appearance development content, adding a material linker, a material catalog, an AMD MtlX library, and thin-wall transfer of MtlX standard surfaces.
There are also new animation features in the software, including projectile motion, sticky collisions, a new selection set animation environment, and video referencing in the viewport.
功能特点
- 完全程序化
Houdini从头开始构建为一个程序系统,使艺术家能够自由工作,创建多个迭代并与同事快速共享工作流程。 - 基于节点的工作流
在Houdini中,每个动作都存储在一个节点中。然后将这些节点“连接”到网络中,这些网络定义了一个“配方”,可以对其进行调整以优化结果,然后重复以创建相似但独特的结果。保存节点并以属性形式沿链传递信息的能力赋予了Houdini程序性。 - 艺术家友好的工具
虽然节点使Houdini独一无二并赋予其功能,但有许多视口和架子工具可以实现艺术家友好的视互。在幕后,Houdini为您构建节点和网络。Houdini让艺术家探索不同的创作路径,因为很容易分支出一个新节点来探索替代解决方案。 - 视觉特效与模拟
视觉效果艺术家之所以被Houdini所吸引,是因为其程序化工作流程非常适合创建复杂的粒子和动态模拟。效果通常设计为对镜头中发生的动作做出反应,程序解决方案“自动化”这些反应,为工作室提供更多的创意控制和更快的周转时间。 - 镜头和多次迭代
Houdini允许您在生产中做出创造性决策,因为对Houdini节点所做的更改会通过网络级联,以创建新的独特结果。这种可指导性在整个创作过程中保持不变,可用于在最后一刻做出决策,这在传统的CG管线中成本太高。 - 盒子中的管道
无论您是设置镜头还是构建游戏关卡,Houdini都能让您创建可以在项目生命周期中多次重复使用的工具。您不是简单地对问题和问题做出反应,而是能够提前计划并可视化和优化您的管道。 - 资产创建工具
Houdini基于节点的方法的一大好处是能够将节点网络封装到可共享的自定义节点中。无需编写任何代码即可创建这些数字资产,然后与其他Houdini艺术家共享。
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