20.5 sneak peek is here!

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https://youtu.be/E_uxf36y9qo [youtu.be]

Another amazing release by SideFX!!!

Kudos and congrats to the team. So many things off our Wishlist lol.
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Absolutely chuffed with the fresh sneak peek of 20.5! Can't wait for the more in depth hive talks. And looking forward to get actual hands on with this looong list of gifts. Thanks SideFX team!!

If anyone is looking for the list at the end of the video in anticipation of the release, here you go:

MPM
Fast GPU accelerated Material Point Method solver
Multi-solver simulation of all types of matter from fluids to solids
Particularly adept at handling large chunks of granular materials at high res
Built in physical correct bending, fracturing and disintegration
NanoVDB background grids for sparse storage and evaluation
Convenient recipes/presets for many common materials
Entirely SOP-based for greater ease of use
Dive targets for extra control via DOPs and other OPs
Valuable counterpart to Vellum, FLIP and bullet
Further customizable via OpenCL

General Dynamics
OpenCL-based SOP for realtime quasi-static wrinkles
Surface-struts constraint type in support of wrinkle computation
Vellum support for VDB collisions via VDB Colliders SOP
"Minimal" Vellum solver fast grain and fluid simulation
Performance optimized feather groom simulation
Faster, more complex and robust ragdoll behavior
Dynamic car rig with constraints for suspension and motors
Realtime car tire compression and suspension flexing using wrinkle tech
Realistic car terrain adaptation with optional follow-path constraint
Greater interoperability between RBD-based destruction and LOPs
Enhanced collision behavior between convex shapes
Bullet solver v3.25

CFX
Substantial performance enhancements to feather capturing
Adaptive reduction of barb segment count based on relative feather width
Automated layered assignment of feather templates to groom curves
Option to pin feather roots when performing relaxation
Key improvements to feather de-intersection
Ability to animate with realtime feather deformation
Ability to specify orientation attribute for hair clumping
Extensive improvements to Muscle Constraint Properties Vellum SOP
Quality of life enhancements to Muscle Properties SOP
Externally animated muscle tension lines in Muscle Flex SOP
Better tissue layer visualization in Tissue Solver Vellum SOP
Interior surface smoothing to prevent inversions in Skin Solidify SOP
Ability to specify gaps between tissue and core layers via painted attributes
Support for restlength scale for each type of muscle attachment constraint
Partial mirroring in Muscle SOP
Improved computation of axial ramps for accurate muscle fibre orientation
Much faster painting performance of Franken muscles

KineFX: APEX-driven Rigging & Animation
Beta 2 milestone reached
Rapidly growing set of auto-rig components for quick and easy setup
More extensive use of guide skeletons and tags in auto-rig component creation
Interactive viewport tool for fast tagging of skeleton parts
Many feature, performance and UX enhancements to APEX Graphs
Python-style APEX scripting as an alternative to manual node-graph editing
Quality of life improvements to animation handles and HIJ Ds
Python/HOM scripting API for animation toolbar and selection sets
Animation layers
3D motion path handles
OpenTimelO file support in bookmark editor
Ability to reverse animation within selected frame range
Easy to configure and visualize transform limits on rig controls
Transient constraints to change child-parent relationships dynamically
Fast and intuitive pose mirroring in world or local space
Ability to weight joints as opposed to bones e.g. for facial rigs
Many enhancements to channel primitives and animation graph viewer
Streamlined ragdoll setup with visualizers to expedite troubleshooting
More robust and complex ragdoll animation with easy keyframe baking
Ability to pose with realtime ragdoll physics using regular rig controllers
Advanced wing & feather rigging and animation
Ability to create feather zones for individualized behaviour
Ability to limit or mask the scope of influence of feather groups
Easy exclusion of short feathers from animation for faster performance
Native support for Machine Learning via APEX ON NX inference node
Continued work toward framework for ML-based deformation
Dedicated Vulkan shader for GPU -accelerated Skin deformation
integrated wrinkle deformer for skin and cloth

Solaris
USD v24.03 and MaterialX vl.38.10
Ability to look through LOP cameras in SOPs
Significant enhancements to Stage Manager, including viewport interaction
Many improvements to cloning e.g. multi AOV, snapshots, data window
Quick Surface Material and Quick Cloud Material LOPS for fast shader creation
Easier importing and editing of USD materials from files
Animated shader parameters in Background Plate LOP
Access to geometry subsets in Vary Material Assignment LOP
Handy way to create and bind materials using usdmaterialpath SOP attribute
Ability to pre-declare specific primitives' activation/visibility with Prune LOP
Ability to set asset metadata on properties with Configure Properties LOP
Geometry Color LOP to quickly set geometry color and opacity in USD
Dedicated LOP to create Draw Mode texture cards
USD material support for USD packed primitives in SOP viewport
Powerful Crowd Procedural for Karma and all USD/Hydra delegates
5-6x faster importing of large crowds into LOPS
Easier configuration of samples for crowd motion blur
Ability to transfer feather velocity to LOPS for accurate motion blur
Acceleration blur support in Houdini Hair Procedural
Enhanced toolset for a deeper understanding of Hydra rendering
Geometry Color LOP to quickly visualize geometry properties in USD
RBD LOP procedural to cache and render large RBD simulations in USD
Convenient RBD Destruction LOP option to only fracture or simulate
Substantial speed improvements to RBD Destruction LOP
SOP Import support for the USD 24.03 extended subset geo types
Support for SOP tetrahedral meshes in new USD TetMesh primitive type
Performance boost to Karma Render Properties & Settings on large scenes
One-click Ul in Camera LOP to create Lens Material node
Karma Sky Atmosphere LOP to define volumetric planetary atmosphere
Seamless integration of atmospherics into Karma Physical Sky

Karma CPU & XPU
Volumetric atmosphere rendering with natural absorption and haze
Blue noise support for better and less obvious noise patterns
Slap comp support in Karma, Husk and ROPs
Acceleration motion blur on curves and meshes
"op:" syntax support for live texture referencing
USD-friendly lens shader workflow
Ability to disable displacement shading completely
Ability to prevent holdouts from contributing to non-LPE AOV's
Support for OpenCV distortion constants in Karma Physical Lens VOP
OpenlO deep-image support and .exr compatibility with Nuke
OpenColorlO file rules to match lin_srgb and lin_rec709 patterns
Zero discrepancy between Karma Hair and Fur for standard lobes
Overall closer visual match between Karma CPU and Karma XPU
OIDN denoiser 2.2 with GPU support on some systems
CPU: improved rendering of partially opaque surfaces
CPU: support for volume primitives in ambient occlusion AOVs
CPU: bump-shadow terminator
XPU: faster performance due to adaptive sampling / variance oracle
XPU: 2-3x faster ray-tracing shader execution on NVIDIA Ada Lovelace
XPU: per-instance overrides
XPU: Cryptomatte optimizations for tiled rendering
XPU: support for MtlX ambient occlusion
XPU: MtlX emission attenuated by Schlick Fresnel weight
XPU: MtlX monochromatic opacity as defined in standard surface spec
XPU: multithreaded writing of deep-image data
XPU: support for texture quality inputs
XPU: support for use of coat BSDF label in LPE AOVs
XPU: ability to output motion vectors and velocity AOVs
XPU: curve geo lights to match existing feature in Karma CPU
XPU: background plate VEX to MtlX to match Karma CPU
XPU: background plate holdout support
XPU: disc and oriented disc point rendering modes

Vulkan Viewport
BETA: nearly complete feature parity with OpenGL viewport
Higher quality display in many scenarios
Improved light shading and shadowing for areas and distant lights
Improved heightfield wireframe representation
Multithreaded updates and rendering
More configurable ambient occlusion
Ability to render with arbitrary camera clipping planes
Infinite viewing plane when not looking through camera
Native display of next-generation COPs in 3D viewer (also for OpenGL)
Partial support for Karma Material Builder materials
Enabled by default

PDG & TOP Task Management
Dedicated node to create and modify dictionary attributes
Ability to import dictionary attributes from SOPs or geo files
URL Request option to save JSON response data as dictionary attribute
Work item export options: attribute, JSON string, Python object or dictionary
Ability to deserialize work items stored as a dictionary attribute
Ability to access dictionary attributes using the @attrib syntax in expressions
Filter by Expression TOP matching by means of regular expressions
Value Pattern support for ranges in Filter by Range TOP
File decompression of individual .gz files
Improvements to overall performance
More flexible specification of custom scheduler environment variables
Deadline Scheduler TOP work item submission as jobs instead of tasks
Docker-based containers deployable via AWS ECS Scheduler TOP example
Multi-parameter support for resource specification in HQueue Scheduler TOP
A host of Ul and UX enhancements to aid in debugging and visualization

Houdini Engine | Plugins | HQueue | Platforms
Many performance optimizations to H Engine
Performance analysis and monitoring support for H Engine API
Sample HEngine Python application for script-based integrations
Asynchronous access to all attribute getters and setters in H Engine
Shared memory buffer transport option for much faster performance
Improved exporting of landscape layers to Unreal
Support for baking of data layers to Unreal
Many KineFX and Skeletal Mesh interchange improvements
Improved geo import compatibility via Data Tables, Skeletal Meshes and more
Round-tripping of Unreal animation assets using Houdini motion clips
Fully featured Node Sync with world actors, arbitrary 1/0 types & auto updates
Ability to iterate even more rapidly on Unreal content creation with Node Sync
Unreal plug-in performance optimizations
Many updates to the Unreal plug-in public API
Ability to create more compact, artist-friendly HDA Ul with Unreal plug-in
Production-inspired Content Library examples for H Engine for Unreal
macOS support for Unreal Engine 5.3 and 5.4
Plugin support for 3ds Max 2025 and Maya 2025
Support for multi-selection inputs in 3ds Max plugin
Ability to export custom textures to glTF
MySQL and PostgreSQL support for higher HQueue performance
Ability to specify custom resources on jobs submitted from HQueue ROP
HQueue Server and client daemons managed as systemd services on Linux
Adherence to VFX Reference Platform C Y 2024 except for Qt 6.5
Python 3.11 default and 3.10 separate download

Geometry | Modelling | Environments
I nteractive brush sculpting tool for large, topologically-invariant static meshes
More robust, 4x faster clipping and mirroring with better viewport interaction
Curve tool enhancements such as copy-paste and accurate NU RBS picking
Improved quad remeshing via guided flow and better symmetry: BETA 2
Convenient Proximity SOP to rapidly identify neighbouring points
Point Cloud Measure SOP to augment existing point cloud toolset
Planar Inflate SOP for easy creation of cushiony polygonal meshes
G PU-accelerated Volume Blur SOP thanks to OpenCL option
Topology-based attribute mirroring
Faster copying of attributes
Intuitive and interactive Quick Shapes viewport tool
Quality of life improvements to Path Deform SOP and Chain SOP
Twist-free blending to target normals with Scatter and Align SOP
Verbified Soft Peak SOP suitable for inclusion in compiled networks
Laplacian SOP to compute discrete matrix needed by Linear Solver SOP
Enhanced Python API for richer customization of viewport interaction
Advanced biome toolset driven by SideFX Labs' Dryad Project: ALPHA

General UI / UX
Versatile "Recipe" framework for parameter and node network presets
Fully redesigned, more powerful MMB node info widget/pane
Improved look and feel of viewport HUD widgets and panels
Ability to interrupt OpenCL kernel compilation
Improved hotkey management
And much more

Copernicus
BETA
Radically redesigned and re-envisioned COP context with over 150 nodes
Fast, GPU-accelerated image processing framework written in OpenCL
Optimized dual cooking engine under the hood: APEX and Traditional
Flexible architecture that seamlessly brings together 2D and 3D
Images live in 3D with associated cameras
Realtime image manipulation within a 3D space
Unrestricted access to SOP, DOP, LOP and any OP data
Direct importing of volumes, heightfields, meshes, and attributes
Lightning-fast Vulkan-based geometry rasterizer
Comprehensive, live round tripping mechanism via "op:" syntax
Live realtime visualization in 2D viewport, 3D viewport and Karma
Powerful slap comp support for both interactive and off-line workflows
Build-in customizable framework for realtime viewport filters
Robust support for video input
Convenient creation and editing of OpenCL snippets at COP-Ievel
VEX support available but not recommended for high performance
Versatile SDF-based shape generators
Powerful 2D and 3D noise generators
Ability to scatter and stamp points
Tileable pattern generators with unlimited creative controls
Live, realtime response to interactive texture mask painting in SOPs
Procedural texture toolset with live 3D feedback
Artist-friendly material creation environment
Advanced edge detection and hatching algorithms
Low level support for N PR / toon shading of geometry and volumes
Support for OpenFX standard to greatly expand Copernicus' creative reach
Only most basic compositing in H20.5: much more to come later
ML-ready via ONNX Inference node

..And a dedicated SOP & TOP toolset to help automate ML training
Edited by matsvanreenen - June 13, 2024 21:15:59
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vulkan viewport enabled by default thats a surprise
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Is it out on the 18th or is that just the launch event?
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Cool! I want to know if Karma XPU's rendering speed and quality have improved?
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Bye bye Nuke!
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Bye bye Nuke!

How is anything you saw in the sneak peek replacing Nuke???
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Bye bye Nuke!

How is anything you saw in the sneak peek replacing Nuke???

In 1-3 releases can see using copernicus for anything I'd have used Nuke in the past.
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Bye bye Nuke!
what about substance ?
Edited by habernir - June 14, 2024 02:49:52
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Super happy about the sculpt tools. This will make editing of meshes so much easier and happier.
Werner Ziemerink
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www.luma.co.za
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Insane update! Finally roundtripping with cops. opencl based! adaptive sampling xpu!
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COPs
Edited by Jackatack - June 14, 2024 05:39:24
I love node based world

Learning and Playing houdini
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Is there anything in this release that would impact Flip? SOP Flips? Does anyone know if the alleged SOP Flip slowdowns have been addressed?
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Just incredible, SideFX putting the competition to shame.
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The new parameter pane looks sick..
B-System for Houdini [ae43ae43.gumroad.com]: instance editor, blender like interface.
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aeaeaeae
The new parameter pane looks sick..
Which one? I didn't catch any changes.
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Awesome new stuff!
Can't wait to try the new mpm solver and COPs!

Was hoping for some macOS Karma XPU news, but I guess that'll have to wait...
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Copernicus looks fantastic! Where's the drool emoticon when you need one?
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Some cool stuff in there. I'd be interested to know if the 'Crowd Procedural for Karma and all Hydra delegates' supports full deformation blur per agent, because there is some questionable motion blur going on there.
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What a wonderfull update.

My most favorite features.

1. COPs 2.0
2. Receipes

Cops seems insanely improved.
I can't wait to get hands dirty.

🤩
Mohan Pugaz
movfx
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https://www.youtube.com/channel/@_movfx
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