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SideFX Houdini FX 13 v13.0.419

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Program Name: SideFX Houdini FX 13 v13.0.415/416/419
7 k% [+ O0 S9 ^) H5 IProgram Type: 3D animation, Visual FX" w& D2 O( f6 E% j& J( I" f
Developer: Side Effects Software Inc.7 M( Z) z% L* \# W2 r+ T
Homepage: www.sidefx.com1 x2 _8 k' r% g+ f# J4 H6 n/ c
Release Date: 20.05.2014
2 s( G7 ^6 J: _6 }) E# \8 S; TInterface Language: English7 y1 k/ D/ e  l* W
Platform: Windows 7/8/8.1
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9 i9 i# J" `. t& R0 G$ uHoudini FX 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 FX to help them create stunning feature film effects and character animation. Houdini FX is a full-featured 3D animation and visual effects software renowned for its particle and dynamics tools. Houdini FX 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% H/ E" z0 A/ S6 t5 k, E) z, |
- Let Houdini store all your actions into networks of nodes that can be easily revised.
7 U/ i+ O5 _3 t5 C- Step back to edit the nodes or branch off to explore new ideas.
8 @% _5 k3 ]% o/ ?" F- g- Create prototypes then swap in high resolution geometry for final output.# |( i& s* t+ B' j
- Organize your nodes hierarchically then encapsulate the results into Digital Assets that can be easily shared with colleagues.  f& j" J9 E/ d7 r: [9 ~+ X

* d% O3 _& h. }) OMODELING
7 O- ^$ j+ c/ }- \3 M2 j- Work with a complete set of Polygon and NURBS modeling tools including a robust polygon to subdivision surface workflow.
7 u; ~. h" R& @  L1 O* V- Easily model complex environments with tools such as l-systems and instancing.
6 g  _7 t6 B+ b% b$ ~+ `- Create clean, production-ready, geometry with a wide variety of modeling utilities./ o# \4 H! ], [. o/ {* V* H1 x
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TEXTURING$ L" F3 m& O) d' S
- Unwrap organic models with the UV pelt tool.+ |) }( k9 \' l; R; P
- Tweak the results using the UV brush tool in both UV and 3D space.: G% J) I: f( \# ]( _
- Quickly mirror UV attributes across your geometry or transfer them to other models./ \* W) G1 C* w; J! w

6 f9 C' X1 R/ F4 h+ l; ]' gANIMATION  B3 `& n+ l- |5 U
- Set keyframes on any parameter in Houdini.5 i7 }8 S0 \! B
- New Blend Pose tool gives you set driven key behaviour with one or more drivers.
- u* ~, u1 X5 i4 Z1 f: A5 |- Edit keys in either the Channel Editor, Dope Sheet, Table View or directly in the Timeline.6 H$ ~. T/ ]2 l5 ?; N/ T
- Use Houdini’s procedural motion editing system [chops] for advanced control.
) m& B. H7 c, E/ _6 Y  B6 M- Default Cartoon rig lets animators quickly test out Houdini’s animation tools.
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6 P/ N: G6 [! x- w$ g; a8 MCHARACTER RIGGING& y' A% t( }# h" E0 \1 N6 K0 |
- Auto-rig tools let you rapidly build up biped, quadraped and mixed limb rigs with animator-friendly controls.# }" B/ ?+ F2 x( \/ O% |* f
- Capture surfaces with bones or use metaballs for better localized deformation.
) ~* f( J! O# t; I6 o- Easily composite capture weights painted by different riggers on the same model.- j, `9 I+ l9 Z0 h& v
- Quickly mirror capture weights across your geometry or transfer them to other models.
5 o; h" H  g1 F2 z3 W- Create realistic muscle deformations with skin sliding using metaball-based muscles." X' [: E9 j" c4 d

6 R2 d) `9 ~: yLIGHTING
* y( j# K$ M# T6 j8 N. }- L- Easily set up and control spot, directional, point, area or environmental lights.6 j3 e- e! I/ E# w. Z: `
- New material palette ships with pre-built shaders that can be assigned then edited in Houdini’s shader building environment.
2 c# g% @. x7 n$ P; N  k- Set up local material properties to define custom looks for objects that share the same material assignment.
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. {+ w. M) V. W; m" _+ i, _. b' GMANTRA RENDERING# R4 d4 w- W. l# \' L+ T. S( k
- Choose from Mantra’s micropolygon, raytrace, or new physically based renderer.
% G3 o3 \" b* ^9 u3 C! n- Render fluid-based smoke and cloud effects using the new Volumetric renderer with deep shadows maps and motion blur.
6 `9 h: [7 L4 x/ t3 G( F. b+ O- Render Fur procedurally using guide hairs and painted grooming attributes.: h5 l, [% q* Y9 L, T

' c8 r+ G2 \( G  P$ D  [$ BTHIRD PARTY RENDERING9 \3 @5 a: d! b" N0 x) {8 a: s
- Work with third party renderers such as RenderMan directly inside Houdini.
& T- P0 {$ L) K7 y$ p6 l- Interactively create RenderMan materials with Houdini’s shader building environment.$ s! {4 s1 ]: W- Y+ f5 Z% R& p
- Add support for new renderers by writing simple Python scripts.
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6 c- b# Q: b. M+ E; v3 q3 n; M+ FBUILT-IN COMPOSITING3 {% S: K9 ?' k4 y4 U  C( Q: ?6 k
- Lighters can test render passes then quickly prepare slap comps for review.) S$ Q* Y0 a' E# H- s% f8 \
- Strong interaction with Houdini’s shading language to create custom masks.
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" N" X+ b$ H4 t6 \" a0 W9 k' H2 EINTEROPERABILITY2 x% O% ~9 c! `
- Animate and render files and Digital Assets created in Houdini.
4 h* {1 \/ R8 ^* L' M- Collada support for the import of geometry, lights, cameras, transformations and keyframe animation., d" R! w8 O9 C% S% ~5 f
- Support for standard file formats such as obj, dxf, iges, rib and more.
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  @- O3 t( d+ K/ p3 k' APYTHON SUPPORT
" i" t% A3 w; }! y+ T9 P" {' D; Z- Object-oriented Python API provides lowlevel access to Houdini.7 p# T  p8 k3 c* H. K3 T( l4 X' b
- Easily integrate Houdini into your existing pipeline with full access to Python libraries.
- a- q4 x( Y" V3 j: D6 O# p- New Python-driven back-end for Houdini lets you see exactly what’s going on when Houdini generates an IFD or RIB file.4 P$ J- ~3 D+ S- M/ O  g
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PARTICLES8 b% C" z4 w; F: g& b9 Q
- Full control over every aspect of how your particles move and react to forces.
' ?+ g7 w/ D$ h% X+ y, \- Emit particles from any geometry type such as points, surfaces, volumes and metaballs.
. k' |- {& y6 u% `- Birth particles from deforming geometry even if the topology differs from frame to frame./ Z( y, a0 v  d  m, B* o4 m
- Full complement of dynamic forces such as gravity, wind, drag, rotational velocities with local controls for turbulence.
; Y5 a; k0 V" F4 L$ P- Easily set up attraction, follow, flocking and orbitting to create complex particle motion.- V9 [. e, u' g7 ?6 u
- Particles can collide with static and deforming geometry then react by either bouncing, dying, sticking or sliding.4 Z; Y! _3 G7 P) X& I
- Particle networks can be extended through the use of Houdini’s node-based vector expression environment.
- S; ~/ {& t' \9 S- Surfaces and point clouds can both transfer and receive attributes from particles to help define behaviour.
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PARTICLE RENDERING* D% g# J! G* Z5 g8 ~
- Point Rendering lets you efficiently render large numbers of particles with motion blur.( o* R$ U4 R* c5 p* w: h& n
- Volumetric Rendering lets you define regions of density then render with deep shadows.
% G7 E6 {7 J) S. t; Z5 V# z- Built-in support for texture-mapped sprites directly in the particle network.1 w8 [  x9 x1 T. u- X9 w
- Instanced Geometry efficiently distributes geometry over a large number of particles.
1 t& r6 M8 F1 J& }- Copy stamping lets you set up variables to create unique models at each particle.
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FLUID-BASED PARTICLES$ X, j9 G3 D9 X% q* u0 r8 [
- Smoothed particle hydrodynamics solver that lets you easily create fluid effects with detailed splashing.
# w! S, E! g# F( l& ?- Particles can be surfaced with special tools designed to take into account both the particle motion and the colliding geometry.1 [0 |; t& E6 |! J( f

, p$ K1 y' S! H/ n- _4 r[url=http://anonym.to/?http://www.sidefx.com/docs/houdini13.0/news/13/]What's new in Houdini 13 >>[/url]
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What's new in build 416:% @% M0 }: f; Z/ C$ ?0 @9 d
- In some cases, the Alembic loading code could end up leaking file descriptors when there were very complicated scenes with large number of Alembic files accessed simultaneously. This could have caused the operating system to run out of file descriptors leading to crashes or other serious errors.5 l4 x" J# I4 w
- SOHO will generate warnings if specified light wranglers aren't found.) p3 p+ p: A1 d4 F8 j# ^
- Fixed bug where box component selections would sometimes not register.
5 b% X% l' p. W* s0 S' }13.0.4151 D4 `! H+ j" p" g- D$ u
- Fixed bug computing bounding boxes when instancing packed primitives using the fast point instancer.+ m! \# y- U  F' q/ N
- The indirect sampling limits rendering parameters added in 13.0.413 are now in the Sampling category instead of in the Render category.
$ M8 |/ S! Y- Y2 x+ }/ F- Backport MeshToVolume fixes from latest OpenVDB source code to fix bugs with Fill Interior in the VDB From Polygons SOP., ^  J  a% Z5 m- u
- Add rotation and scale offsets to the instancer in Unity.6 `" G+ F& ~1 d) Y' N
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What's new in build 376:
6 q& V2 E2 ]' g6 z5 I- Whenever particles in DOPs collide with an affector using geometry-based collisions, both the particles and the affector now receive impacts as a result of the collisions. This enabled two-way interaction between particles and affectors in the case were continuous collision detection based on geometry is used.4 ]" T5 s# F6 P+ C/ d3 @0 r. M9 |3 |: l& @
- Connect the houdiniAsset node to the Maya transform node at the objects level, instead of the parts level.
- k% a0 R( O# @+ y7 j' U- Improved VDB fix for Scatter SOP from 13.0.373 as well as made it backwards compatible again as long as the VDB does not have tile nodes larger than 8^3.: e+ s1 P0 [, v. r7 i4 f) R! W7 p
- Fixed an issue in the wire solver's collision handling. This issue would cause the collision thickness to be reduced too much in some cases, which results in visible penetrations of the thickness regions.
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" d: u7 n" ^  p. c6 V- v- y" I6 c" QWhat's new in build 343:
9 S$ k! R1 k- w3 Y" V- Made variadic keyword argument interpretation code slightly more robust." V( I6 D8 {. X/ o
- Fixed issue that was preventing the "targetconstraint" asset from showing up in the TAB menu.
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1 N. X7 Y8 K5 n" N2 cWhat's new in build 198.21:" P5 w) R) ]6 y' S* L3 x; K
- Fix SDF display of low resolution volume primitives.) g& ?1 d/ Z7 `' o
- Fixed bug where libtbmalloc_proxy.dll was missing from a license-server-only installation on Windows.% ^, \8 U- k' I9 i
- Port documentation updates from main development branch.
4 c9 O" b+ F2 Y1 E+ ~( ^. O+ |- The VDB From Particle Fluid has some unused parameters removed.6 Y3 v# q; r) ^8 S2 p
- Added description of new HDK deprecations in Houdini 13.0 to the HDK Changes document.5 [7 ~( }% A$ K
- Fix SDF display of low resolution volume primitives.
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