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SideFX Houdini Master 12 v12.5.371

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Program Name: SideFX Houdini Master 12 v12.5.371
$ P. v1 S' E& K9 BProgram Type: 3D animation, Visual FX
2 m* I, w7 {6 w& ADeveloper: Side Effects Software Inc.
+ {- T  S! g8 t2 ]4 t" fHomepage: www.sidefx.com
* f( }! P1 l2 M8 z) \5 q# T5 XRelease Date: 27.03.2013
% Y; J$ D! A( }- LInterface Language: English
, h) g- @3 V+ K9 q0 v! JPlatform: Windows 7/8
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; ~4 a3 X3 a! D7 [0 N/ P+ aHoudini Master is the most complete visual effects and animation solution available. This award-winning and production-proven product andles the most challenging shots without the need for additional plug-ins or an army of programmers. Film production facilities can rely on Houdini Master to help them create stunning feature film effects and character animation. Houdini Master is a full-featured 3D animation and visual effects software renowned for its particle and dynamics tools. Houdini Master is perfect for visual effects artists, technical directors and CG supervisors who want to experience total control over their pipeline.
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- Per particle access using Houdini’s particle editing and rendering techniques provides you with total a
' Z! f. f/ Y, m9 i- Let Houdini store all your actions into networks of nodes that can be easily revised.; ?2 x% X0 X- |$ Q# y. ^% B; m& h% p$ R
- Step back to edit the nodes or branch off to explore new ideas.
% y! m' I1 X2 \( c- Create prototypes then swap in high resolution geometry for final output." H$ l, t" F' h  q, \" l3 s
- Organize your nodes hierarchically then encapsulate the results into Digital Assets that can be easily shared with colleagues.3 a- n* E- k/ l7 q4 N: Y

0 Z. V+ K% F; A' O, QMODELING9 s- L* K) q3 |* f' c" t2 ^
- Work with a complete set of Polygon and NURBS modeling tools including a robust polygon to subdivision surface workflow.
6 @' W. q; f; W- w. i5 M7 ?, s- Easily model complex environments with tools such as l-systems and instancing.
8 _  |6 {* G* e) ^* s- Create clean, production-ready, geometry with a wide variety of modeling utilities.
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TEXTURING- J0 a; H& w6 H) E5 ^3 h
- Unwrap organic models with the UV pelt tool.% I( Q' N' `0 ?3 S; D
- Tweak the results using the UV brush tool in both UV and 3D space.
- J! U8 I. g  ^  T8 L; p# m( q: D- Quickly mirror UV attributes across your geometry or transfer them to other models.7 Q3 i* o! I# R& S& }" M. F7 ?! o

9 Y- ?6 }# h  `8 a6 f: S4 zANIMATION
" h" _$ y" o; s" u& n- Set keyframes on any parameter in Houdini.; w' I- W. c5 w8 E0 N$ g8 Z1 z1 V4 M3 g
- New Blend Pose tool gives you set driven key behaviour with one or more drivers.
, A0 o2 B! q7 v" k6 a$ a- Edit keys in either the Channel Editor, Dope Sheet, Table View or directly in the Timeline.4 g% V& Y* [! U9 i3 f( [( B2 V
- Use Houdini’s procedural motion editing system [chops] for advanced control.
1 S1 U3 o: {& o7 n- Default Cartoon rig lets animators quickly test out Houdini’s animation tools.
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CHARACTER RIGGING/ y; R. V8 R/ ^; u
- Auto-rig tools let you rapidly build up biped, quadraped and mixed limb rigs with animator-friendly controls., o# G4 A: c1 }/ }0 v1 ~$ \
- Capture surfaces with bones or use metaballs for better localized deformation.
& e* O0 K3 Z4 C- Easily composite capture weights painted by different riggers on the same model.
( j1 d1 N5 e7 }/ ^' {! E3 F' l- Quickly mirror capture weights across your geometry or transfer them to other models.6 @  E; z+ W7 i6 T) j& l/ S  _, Y
- Create realistic muscle deformations with skin sliding using metaball-based muscles.
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; c3 g$ p$ a2 Z* [LIGHTING3 }1 w  I9 j) U% M9 F0 X
- Easily set up and control spot, directional, point, area or environmental lights.
5 P3 ?+ T# P2 b7 {4 v1 p6 l- New material palette ships with pre-built shaders that can be assigned then edited in Houdini’s shader building environment." w* U/ Q" }6 o4 Z$ y; J) }
- Set up local material properties to define custom looks for objects that share the same material assignment.
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) l! v/ @( v: ~, c, ^2 DMANTRA RENDERING" u* ]4 \, L+ k! Z$ q
- Choose from Mantra’s micropolygon, raytrace, or new physically based renderer.
3 p+ _& G! F  W5 M+ i/ Z% f1 g- Render fluid-based smoke and cloud effects using the new Volumetric renderer with deep shadows maps and motion blur.
  E) |( _# F( B, o5 t2 h/ x) D7 x- Render Fur procedurally using guide hairs and painted grooming attributes.
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THIRD PARTY RENDERING7 j( B8 ~8 [3 t
- Work with third party renderers such as RenderMan directly inside Houdini.# W4 ]/ k3 J# |5 l# {& _
- Interactively create RenderMan materials with Houdini’s shader building environment.
; f$ h3 i( E; }+ j* S- Add support for new renderers by writing simple Python scripts.
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4 P8 V$ S, k# S5 |1 \4 BBUILT-IN COMPOSITING
- r; `! \7 L- {' _3 z! H. x5 H: {- Lighters can test render passes then quickly prepare slap comps for review.
/ @; X& Q) m+ H* Y" O; S- J- Strong interaction with Houdini’s shading language to create custom masks.5 F% A3 ~6 W# T0 z' X
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INTEROPERABILITY
6 t7 C- o, A5 f/ ]6 y+ ?4 y/ A- Animate and render files and Digital Assets created in Houdini Master.
4 C2 b$ m8 h4 V- Collada support for the import of geometry, lights, cameras, transformations and keyframe animation.
' q) P, K+ B: k$ S- Support for standard file formats such as obj, dxf, iges, rib and more.
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PYTHON SUPPORT% V2 B6 H0 h  V
- Object-oriented Python API provides lowlevel access to Houdini.4 A2 x! ?/ G- T& X0 O0 m' H+ B
- Easily integrate Houdini into your existing pipeline with full access to Python libraries.' }! r$ p  u! x* q9 p, z: {
- New Python-driven back-end for Houdini lets you see exactly what’s going on when Houdini generates an IFD or RIB file.
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PARTICLES
2 g# _7 ^/ C1 v! J1 k- A- Full control over every aspect of how your particles move and react to forces.
. E0 M4 Y1 ?/ X* i- Emit particles from any geometry type such as points, surfaces, volumes and metaballs.% l. C% F7 D8 p" C4 M: S, |" M
- Birth particles from deforming geometry even if the topology differs from frame to frame.
, ]  |# q8 U$ }: K" ^% I- Full complement of dynamic forces such as gravity, wind, drag, rotational velocities with local controls for turbulence.
  \# p' ]: {9 G$ s5 N- Easily set up attraction, follow, flocking and orbitting to create complex particle motion.& |% s. E8 q4 l  N, G3 _  n3 }
- Particles can collide with static and deforming geometry then react by either bouncing, dying, sticking or sliding.' d: U4 ^/ @# L7 V/ E# H! z* |% L2 Z
- Particle networks can be extended through the use of Houdini’s node-based vector expression environment.
9 h8 C8 h9 Y! O' Z4 s- Surfaces and point clouds can both transfer and receive attributes from particles to help define behaviour.
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PARTICLE RENDERING
( {& P/ v4 ^0 ^! K& }- Point Rendering lets you efficiently render large numbers of particles with motion blur.
3 W+ p" u: K9 o* |- Volumetric Rendering lets you define regions of density then render with deep shadows.7 x" L. q8 A( T3 q( K. G/ J
- Built-in support for texture-mapped sprites directly in the particle network.
7 W' I) A* L, e4 ^9 H! }: g- Instanced Geometry efficiently distributes geometry over a large number of particles.
: Z2 ]2 g% e+ n- Copy stamping lets you set up variables to create unique models at each particle.& ^8 [4 I, ?# {( o, [

" S* d5 e/ L( M! ]2 k8 n( M4 xFLUID-BASED PARTICLES
/ Q( y0 b. v6 G6 r- Smoothed particle hydrodynamics solver that lets you easily create fluid effects with detailed splashing.+ G* b8 G/ @3 m
- Particles can be surfaced with special tools designed to take into account both the particle motion and the colliding geometry.0 Q4 a1 g7 r8 A% y8 W6 P$ L

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What's new in v12.5.371:
! b3 S7 e5 M( R* Z$ Y, S  \- The Scatter SOP with the "Divide Non-Convex Polygons" option enabled no longer generates attributes for primitive numbers or uvs, since those options are disabled.
7 J2 b+ k9 `/ N  W! `1 Z- Sequence blend will now properly blend quadric and volume primitives. Now, the blending will no longer be non-linear.
# T5 Y8 _& N- N! ^% X- When SOHO encounters an error cooking a SOP, it will now flag an error on the output driver.
5 W, B+ s: }9 K5 Z  \9 B7 C) {- Fixed a bug with tracking in the Font SOP where it was dependent on the letter spacing. It is now only dependent on the em size of the font, including scaling.
. }' j4 Q$ V& X2 e- Fixed a bug that would have caused VEX execution errors when dealing with string parameters to SOP functions.
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What's new in build 533:% ?; V' Y* ]- e# p: a! u4 w
When using the SOP Alembic Output driver, fixed a case where parent geometry could be accidentally saved to the Alembic file along with the SOP's geometry.
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3 \8 U& W1 ^- c$ C6 PWhat's new in v12.5.316:5 G" a0 k( O1 B
- Volumetric geometry is now fully supported as a geometry type by the geometry area light.
3 ?$ P, m' o( s1 N- t2 @! k/ A5 M- Removed the point cloud light object. The functionality of this object is now available on the hlight object under the Area Light tab, but is more flexible since it responds to the spot light, attenutation, and other options of the light.3 a  u) n+ a$ i* U* ^- b: n' A  b
- The FLIP Solver will now respect animated values for density and viscosity from the Physical tab of the FLIP Object." Q7 S8 V7 a, a! n2 h* Y) X/ `- T7 c) y
- Area selection of objects now respects the display and pick flags on the objects.7 B% |, Q# @& Y
- Implemented hou.VopNode.insertParmGeneratorsForAllInputs() which creates parameter or constant nodes for all the unconnected inputs on the VOP node.
! L5 @/ }/ m8 T7 G* a) P+ f/ F- The PointReplicate SOP can now read a custom shape to be replicated from and external file or SOP., E0 O3 c) |  i
- Fixed a bug in the Bullet Solver that could cause it to report negative values for the magnitude of forces applied when satisfying constraints.
6 ]# I! E6 ?- q/ z  A+ W; ^- Made the behavior of shear stiffness/damping independent of the stretch stiffness/damping.  Q+ K3 S1 H3 b4 w6 N; L
- The Whitewater shelf now respects .hip file Unit Length when creating the Whitewater Source node.
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' @6 T0 D# y' D2 B9 pWhat's new in build 469:8 h+ F. T! L0 [+ o( L& ^- V
- Fixed primitive and point number display in GL1/GL2, which were displaying internal geometry numbers rather than the proper prim and point numbers that users work with.
2 E4 W% V! T8 m: R: j$ j- Undid yesterday's fix of NURB/RBez surve/surface construction, to avoid any possible compatibility issues the fix would introduce.2 l/ y! t, {5 W8 W6 |
- Fixed some attempted invalid memory reads while saving geometry files that were luckily being properly handled by some failsafes.
/ A$ Y9 R% I1 r4 }3 F% d( v- Fixed a potential multi-threading issue when rendering with certain levels of verbosity.
  J6 S4 I* K7 o8 i# K- Point vex functions with all constant expressions, but only applied to one processor, will work.
; c) {% c+ [/ T  K) _- The dissipation ramp in the pyrosolver is now properly linked in the OpenCL version.3 U$ W, |" P% T+ }7 p/ S/ M7 h) Q& _
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What`s new in v12.1.125:. L' W, q6 }4 |  u3 U
- Various changes to mplay support for renderers. The imdisplay program now has a new option (-s) which specifies the host name and port where mplay is listening for connections. Image data will be sent to that host.
* h1 {; {. ~% v3 B! {will cause imdisplay to send the mplay running on example.com. The mplay on example.com must be listening at port 12345.
( {6 T; a6 m3 M* c6 T( Y, tThe d_houdini.so display driver for RenderMan will now look for a display driver option: "string remotedisplay". The value of this parameter is sent to the -s option of imdisplay.
7 P& u9 j. e7 N/ j9 hAn option has been added to SOHO to pass this string to the RIB stream.& f0 g8 f2 h8 q0 O6 L
Options have been added to SOHO for mantra to also specify the remote host ("MPlay Remote Host" and "MPlay Remote Port").5 E5 {( s; N* ]* H, C5 [1 l5 F9 [
As a note: If you run "mplay -K", mplay will listen for incoming socket connections. You can determine the port that mplay is listening on by looking at the second number in $HOME/houdini$VERSION/.mplay.local.host.
! s1 ^8 z6 c' f/ _6 `- Fixing a recently introduced bug that could cause problems when installing asset from orbolt.com.+ H- O( c2 k. f; G& S
- Fixed typo in hou.hda.installFile() documentation.
9 o7 u3 k( `1 l1 U  O  ~  I- Implemented hou.Attrib.qualifier() which returns the attribute's type qualifier.
6 o+ b  Z# u3 z6 C5 y9 C. X- Adjusted rounding of the $FF variable when values are very close to 0. 1 C0 d) P1 G9 R7 U: G
- Fixed two bugs with the floating inspect window in MPlay: it no longer incorrectly flips from bottom to top when it didn't need to using the inspect window with gamma and a LUT no longer crashes.1 E' O( i5 W: E8 V" c/ M
- Bypassing a Batch, FrameDep or PrePost ROP now correctly turns the filter into a no-op.
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What`s new in v12.0.683:. L0 q8 C1 e8 P' m" Q
- Fixed problem introduced in 12.0.663 where newly created Global Variable and Output Variable VOP nodes would not have the correct inputs until it is saved and reloaded.
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Houdini 12 System Requirements% [) o& \8 z- l: G: @
Operating System
* U, f1 [; F  F( C# Q! Y9 O- Windows: Requires Windows XP or Windows 7 (32 or 64 bit)
1 n; X2 \7 i, s, l( C3 d, l- Mac OS X: Requires 64-bit Intel-based Mac with OS X 10.6 Snow Leopard or OSX 10.7 Lion
' k4 b/ N) ^& a/ \All platforms require administrator privileges to install
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Memory
) `5 S$ R6 Y8 x" x- 4 GB required
* J. Q1 v  V; P$ t* o9 U- 64bit Operating System recommended
: |% \  Q* d# w3 D8 p8 x" r2 h- 8 GB or higher and 64bit strongly recommended for fluid simulations% }. I1 y# k3 a2 G8 T" j8 C
- Multiprocessor systems should be configured with additional RAM
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Processor
: X7 \0 D( Q% u: y- }0 Y3 z  y) E- Recent generation 32 or 64-bit AMD or Intel processor (requires SSE or higher)
) ?  d. O$ B6 x- U1 w" A- 64-bit strongly recommended1 ?( L! T8 {# X; v
- Houdini supports MMX and Streaming SIMD (SSE2) where present. }2 D: V" I) A& u7 V
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Disk Space
$ K9 J2 \8 f8 ^, o- 1GB required for installation/ b& Y: X0 D$ E

: T. z- F2 o: m& |6 P+ ?Input Devices, `5 s, _$ ?0 Q+ z
- 3 Button mouse required
% N& R$ _$ @; p- I- Scroll wheel used where present0 P0 o8 d5 R' x; i) Y) n7 T
- Wacom tablet recommended for Houdini's brush-based tools
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" U2 Y( C, t6 i0 s; i8 jGraphics Card
: p( z# i# f- ~/ a2 q5 W9 _% G- It is VERY important that you install the latest driver for your graphics card. Failing to do so may result in display issues and/or slow performance.! u+ a* L, F8 z3 i7 o' Q
- Workstation-class OpenGL graphics cards, such as NVidia Quadro and ATI Fire Pro, are required for professional use in production.
9 G' t- ^0 x  c5 ]+ _: T- The viewport is now based on OpenGL 3.2 It is a modern shader-based renderer for OpenGL 3 and 4 hardware, with additional features such as selection highlighting and geometry shaders. It has the ability to handle large data sets, and is now the default Scene Renderer. You can change the scene renderer in the Main Preferences.
& X9 d* @6 K9 N5 z5 C5 R2 f/ m- Depending on your graphics card and driver, some of the advanced display options may not be available.) O) d! |; r: v  K) z! S
- OpenGL 3.2 and OpenCL is not yet supported on OSX. It will be supported once Apple updates their drivers.
/ L9 e8 u& T" O8 t9 l+ I! w- _- Non-workstation cards, such as GeForce, Radeon, and Intel integrated graphics can be used at your own risk. They may be used for learning and personal use but are not supported: you may experience display problems, slow performance, and the software may exit unexpectedly.
, y6 \! C$ J2 q8 N% i: f* P2 ?- Graphic Card drivers: NVidia: 256 or higher, ATI: 8.911 or higher.
7 L+ _7 O2 b3 L4 ^" O- Minimum resolution: 1024 x 768; Recommended resolution: 1920 x 1200 (widescreen).
; k$ r& o" ]0 {, w" U" a( a' c- 1GB VRAM or more is strongly recommended. Less than 1GB of VRAM may result in display errors.) @7 [, f/ M; Q( r( P- R4 h
- 1.5GB VRAM or higher required for dual displays or single displays greater than 1920x1080.1 \, v6 @! g" M3 q+ X" j9 \4 |
- Minimum OpenGL version of 2.0; recommended OpenGL version 3.2.2 ?4 s# Z* Z: D5 _
- Color depth of 32-bit (“true color”) required.! W( s& z4 h: c2 B* I6 P7 I' A
- Hardware-accelerated OpenGL required for optimum performance.% s  B3 B4 a8 p
- Performance may suffer with complex scenes on non-workstation graphics cards and on laptops." L7 P* s& Y) K" J$ [
- Houdini does not require support for Direct3D (all viewports and interfaces use OpenGL).
6 K) s9 u9 S+ v8 y4 `6 f1 lWe don't recommend any specific computer manufacturer. As long as your machine has the recommended RAM, CPU, graphics card, and VRAM, it should be acceptable for use.
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GPU Acceleration and OpenCL" J/ f; W" S* _. @
- On certain graphics cards, Houdini can use the GPU to dramatically increase the performance and speed of your Pyro FX simulations. Pyro FX is currently the only area of Houdini that uses GPU acceleration via OpenCL but it may be expanded to other areas in the future.
2 K: N9 B6 J! n1 d5 v- In order to take advantage of this capability, you'll need a GPU capable of supporting OpenCL. On the Nvidia side, that would be a Tesla or a Quadro x000 series (non-FX Quadro; 600,2000,4000,5000,6000) or a GEForce 400 or 500 series. For AMD, you need a FirePro card (not FireGL) or a Radeon 5000, 6000, or 7000 series GPU. Intel's graphics are currently not able to support OpenCL, but they do have a CPU-oriented CL library which may work with Houdini in the future.
7 [! T1 m0 i2 j$ m; X- The amount of VRAM your GPU has access to will limit the size of simulation that you can run on it. 2-3GB + is ideal for larger simulations.; Z' E' e; \; ^( z8 p& v' A7 _# [
- GPU acceleration for H12 currently does NOT make use of multiple OpenCL devices (i.e. two or more graphics cards) but this may change at a future date.$ ~$ z. e) a8 A# W

& I. R1 V6 |& T2 q3rd Party Software Dependencies9 t7 }( c; S  W: o+ Q) b
Scripting - Python 2.5 - 2.5.4, Python 2.6 - 2.6.4, XML2 2.7.6
, a) p& r" a/ _# ]) ]- lDynamic Solvers - Bullet 2.77, ODE 0.10.10 T# \0 {5 j+ @1 ~% D) X8 C1 ^! Z
Data Exchange - FBX 1.0, Collada 1.4.1, Alembic 1.0.5, Open EXR 1.7
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Other
$ Q# s9 A- u& S9 ]- Sound card and speakers/headset required for audio0 l: V+ T, w; N1 H4 G- M
- Class C network (TCP/IP) recommended for local access licenses" @. |" A1 z( \& E9 D5 R. N
- Network support required for offline simulation, batch processing and rendering+ u1 |& C- ?) Z# U
- Internet browser required for connection to www.sidefx.com (Houdini Exchange and Forum)
6 U5 M  R/ O; a7 H+ @. r, Z* s& G- Video encoder required for creating AVI/QT/etc.$ P1 l7 c$ C* K) o! n% T4 z. R7 B: j

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# j, s" l% V# o! X0 U$ MDownload:3 p3 ]' l# z, G- }% h+ M
http://sideffec-us-files.edgesuite.net/houdini-12.5.371-win64-vc9.exe' o2 s$ P3 ~& l3 d% d( y
http://sideffec-us-files.edgesuite.net/houdini-12.5.371-win32-vc9.exe
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