Any rumours of Houdini 19?

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pu
- Karma ROP for instant rendering of non USD Scenes -

karma working in obj context?

Looks like something like that, I guess we will have to wait until next week for some answers
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Sygnum
The hate portion was not directed against you, sorry for the misunderstanding. But it's something that I read elsewhere very often. Let's not confuse Blender with it's users. I don't see how the foundation is pushing the hype. Like with a lot of things it's driven by a loud group of annoying users.

Anyways. I just think that Blender has quite a few bits that puts itself apart from Houdini and can supplement it in many ways. I'll use it and keep my mouth closed
I am first and foremost a 2D animator, I have been teaching Moho on my YouTube channel for over 10 years now, and last year I announced that I was switching to Grease Pencil for my 2D work, I don't hate blender, I am only a pragmatic that uses the right tool for the right job, and Houdini clearly outshines blender for 3D work.

As for the bits and pieces, I suggest you have a look at the SideFX Tolls Lab, you might be surprised at all the neat tools that can help with workflow in Houdini.

As for the hype, come on, CyclesX is just an optimization of Cycles, and to make it faster they are pulling back on quality and are ditching AMD support, yet they are making a big thing out of it, that is the definition of Hype, it would have been a lot more useful to develop Eevee and add RT to it or something similar to Lumen, which would have been useful to 99+% of its user base, they have plans to improve Eevee, but not before 3.2, and that's a maybe, and 70% of blenders' donations come from corporations according to the blender's development fund, so this is what drives blenders' development, not the needs of the user base!
Edited by GCharb - Oct. 14, 2021 06:51:19
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GCharb
70% of blenders' donations come from corporations according to the blender's development fund, so this is what drives blenders' development, not the needs of the user base!
it is a good thing, trust me
epic gave them support saying that they are to use the funds to work on better codebase
ubisoft iirc are supporting them for animation workflows

if not for corpos, who knows when they would be doing those improvements, if ever. so it's definitely a positive here
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so many
Andrea Sbabo
pu
- Karma ROP for instant rendering of non USD Scenes -

karma working in obj context?

Looks like something like that, I guess we will have to wait until next week for some answers

so many goodies btw : )

vellum unified multi solver
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pu
vellum unified multi solver

what does it mean in practice?
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GCharb
you can model the exact same way in Houdini as you can in blender, and then some
I'm not a blender user, but many Houdini modeling tools for hard-surface modeling are poor (glitchy/requiring weird approaches/lacking in features), a few are good and some are simply missing.
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"real deal" hardsurface is either subd or CAD, and subd is absolutely same everywhere. and the cables and other things are working great in H, not sure i see your point^
other approaches is a question of one's pipeline
Edited by osong - Oct. 14, 2021 07:38:03
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anyway, back to topic
i did not see an obvious mention of Terrain improvements, did i miss it in the scrolling text? It was outlined in the email blast, i'm interested in that part. Shall we see about it on Monday maybe?
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GCharb
you can model the exact same way in Houdini as you can in blender, and then some
I'm not a blender user, but many Houdini modeling tools for hard-surface modeling are poor (glitchy/requiring weird approaches/lacking in features), a few are good and some are simply missing.
You can say the same for other DCC's. They are also missing some of Houdini's features and not every tool works perfectly. Problem is, that you are expecting Houdini to have the same workflows as you see in C4D or Blender. Mindset is an issue. Some modeling solutions in H are just wonderful, and DM is definitely a thing in Houdini.

Things start to be more interesting when you start combing the best of both worlds, DM and Procedural modeling.

The images below are all done with DM...
Edited by PolyMarvels - Oct. 14, 2021 08:00:40

Attachments:
cart_wooden_wagon.png.b2285ec687945dde235f2e8da2b3dcba.png (394.0 KB)
cart_wooden_wagon_wireframe.png.b0acf7a6dbad5cd8554c67164e9a1085.png (389.0 KB)

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osong
and subd is absolutely same everywhere
Not sure if serious...

SIgor420
You can say the same for other DCC's. They are also missing some of Houdini's features
Yes, but we were talking about poly modeling just now.

SIgor420
Problem is, that you are expecting Houdini to have the same workflows as you see in C4D or Blender.
No, I don't. Some tools are poor, as in producing unexpected/weird results or missing some options, while others are downright missing. This is not an issue of preference/opinion/personal workflow/etc, they're empirically verifiable.

I saw your thread with the carriage and I hope you don't take it as a personal attack, but that's just not a very compelling showcase of modeling prowess. And even if it were, because I'm not saying that one can't model just about anything right now, I'm talking about the road of getting from A to B in Houdini, which is rather assiduous as it stands.

It looks to me that the users defending Houdini's DM capabilities, assume that the users criticizing it, have just not tried enough of Houdini's modeling. If only they'd change their mindsets...
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Andrea Sbabo
pu
- Karma ROP for instant rendering of non USD Scenes -

karma working in obj context?

Looks like something like that, I guess we will have to wait until next week for some answers

SideFX confirmed that Karma ROP is just a wrapper for the Scene Import LOP into USD, since Karma is a USD render engine. I'm assuming they invested quite heavily in the Scene Import LOP having parity with OBJ context for H19?
Houdini Indie
Karma/Redshift 3D
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pu
vellum unified multi solver

what does it mean in practice?
vellum now can interact with other types of solvers, like RBD for example
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GCharb
you can model the exact same way in Houdini as you can in blender, and then some
I'm not a blender user, but many Houdini modeling tools for hard-surface modeling are poor (glitchy/requiring weird approaches/lacking in features), a few are good and some are simply missing.

in houdini polymodelling requires a procedural mindset.
a mindset that I will never change : )
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citizen
GCharb
you can model the exact same way in Houdini as you can in blender, and then some
I'm not a blender user, but many Houdini modeling tools for hard-surface modeling are poor (glitchy/requiring weird approaches/lacking in features), a few are good and some are simply missing.

in houdini polymodelling requires a procedural mindset.
a mindset that I will never change : )
Nah, just press CTRL-B to bring your 3D view to full screen and model as you would in Blender, the blenders' pie menu comes directly from Houdini, just press C to bring it up, use 2, 3 and 4 for points, edges, and poly selection, and model away, the nodes will be created in the background, and if you ever need to go in the network editor for tweeking, you only need to press CTRL-B again, no need to switch to edit mode and all that jazz, its right in the interface, I do it all the time!

You may want to have a look at the updated polybevel tool as well, it is very powerful, and a breeze to use!
https://vimeo.com/470256250 [vimeo.com]
Edited by GCharb - Oct. 14, 2021 13:02:18
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osong
and subd is absolutely same everywhere
Not sure if serious...

SIgor420
You can say the same for other DCC's. They are also missing some of Houdini's features
Yes, but we were talking about poly modeling just now.

SIgor420
Problem is, that you are expecting Houdini to have the same workflows as you see in C4D or Blender.
No, I don't. Some tools are poor, as in producing unexpected/weird results or missing some options, while others are downright missing. This is not an issue of preference/opinion/personal workflow/etc, they're empirically verifiable.

I saw your thread with the carriage and I hope you don't take it as a personal attack, but that's just not a very compelling showcase of modeling prowess. And even if it were, because I'm not saying that one can't model just about anything right now, I'm talking about the road of getting from A to B in Houdini, which is rather assiduous as it stands.

It looks to me that the users defending Houdini's DM capabilities, assume that the users criticizing it, have just not tried enough of Houdini's modeling. If only they'd change their mindsets...

No worries, I am not offended at all. What you are saying is true, but there are things within H that are missing from other DCCs and I am talking about poly modeling, not proceduralism.

I am coming from C4D environment and trust me, H has more tools than C4D has.
By saying all of that, I am not here to tell you that H is a perfect modeling tool and has everything you need, no not at all. ut with a bit more effort from SideFX it can be a really solid modeling solution, even now it's not far from it.

And you do need a different mindset for Houdini, no matter what you do simply because of node-based workflows. All in all, all DCC has their own PROS and CONS. I personally enjoy modelling in Houdini and even though I am more focused on DM, I still cannot resist doing things procedurally, its just fun for me.

@GCHarb
Exactly what you are saying, this is how I do things when modelling, it can be super satisfaing.

Anyway, seems like an awesome release for Houdini junkies. I am super curious about new Curve capabilities.
QA Specialist at Greyscalegorilla |PolyMarvels YT: https://www.youtube.com/channel/UCqXuTLiaL-jqvn3LK1XlwHg [www.youtube.com] | Instagram: https://www.instagram.com/polymarvels/?hl=en [www.instagram.com]
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SIgor420
No worries, I am not offended at all.
Cool, that's rare nowadays.

SIgor420
I am coming from C4D environment and trust me, H has more tools than C4D has.
That just means that C4D modeling tools are exceptionally poor. It follows from your statement, I don't have exp with C4D, I'm more of an (almost former) "autodesk guy".

SIgor420
And you do need a different mindset for Houdini, no matter what you do simply because of node-based workflows.
I might not be a Houdini master, but I've fully embraced its procedural workflow, being actually the reason that I got into it. My mindset is not the issue is what I'm saying.
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the new pie menu in Blender comes directly from Houdini,
they both got it from maya Blender has pie menus 5 years earlier than houdini to be fair
Edited by Lutojar1 . - Oct. 14, 2021 10:34:58
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If Houdini has full support for animated GLTF/GLB export to Blender's level, I'd feel a bit better about dropping Blender. Motionbuilder is still the standard for motion capture work, but Houdini's KineFX is really impressing me.
I've been looking into Modeler 2.0 from Alexey Vanzhula, but wondering if the new tools in 19 would close the gap. I might pull the trigger if my next project needs more traditional modeling. I LOVE Houdini for most of my modeling needs. It's really flexible, although the interface is not as smooth as I'd like.
Edited by ctedin - Oct. 14, 2021 11:05:11
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ctedin
If Houdini has full support for animated GLTF/GLB export to Blender's level, I'd feel a bit better about dropping Blender. Motionbuilder is still the standard for motion capture work, but Houdini's KineFX is really impressing me.
I've been looking into Modeler 2.0 from Alexey Vanzhula, but wondering if the new tools in 19 would close the gap. I might pull the trigger if my next project needs more traditional modeling. I LOVE Houdini for most of my modeling needs. It's really flexible, although the interface is not as smooth as I'd like.
https://www.sidefx.com/docs/houdini/nodes/sop/gltf.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/io/gltf.html [www.sidefx.com]

Lutojar1 .
GCharb
the new pie menu in Blender comes directly from Houdini,
they both got it from maya Blender has pie menus 5 years earlier than houdini to be fair
In all honesty I have no idea, they just look pretty much the same, so I assumed that it came from Houdini, just like I assume the blenders' geometry nodes come from Houdini as well, although I might be mistaken!
Edited by GCharb - Oct. 14, 2021 11:37:47
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AskNK made a video about H19
https://www.youtube.com/watch?v=aWNI68R-y9c [www.youtube.com]
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