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SideFX Houdini FX 16 v16.5.634

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Program Name: SideFX Houdini FX 16 v16.5.634# o2 |; Z# B2 k4 q6 G, P" f, y0 ~
Program Type: 3D animation, Visual FX: Y0 M2 i5 n0 k/ C' Z7 C
Developer: Side Effects Software Inc.( E6 \: K$ A2 O& z
Homepage: https://www.sidefx.com/download/daily-builds/#category-gold; m" l2 N/ k: L6 A
Release Date: 29.05.20177 R( C4 y1 F3 ?5 v) C
Interface Language: English& |* L% x1 }% E: O; `9 d( [/ o1 j
Platform: Windows , Mac , Linux$ U( d  G- i: S% F2 g* ~$ o( G
File Size:  1.0 GB  / 877.1 MB / 1.0 GB / 847.4 MB / 926.8 MB/ 1.0 GB% R2 z: M/ I$ B+ C3 b

) Z+ h8 `0 ^6 QSideFX is pleased to announce the release of Houdini 16. A new network editor along with viewport radial menus make Houdini 16 more approachable for new artists and even more productive for TDs. New terrain-building, character rigging, shading and VFX workflows, along with hundreds of new tools and improvements make this a must-have release./ s! b) z  Z, e4 R; V! }

% }8 Y# i) U! b( B* {, gHoudini 16 is our biggest release ever. Not only do we have features and enhancements for customers creating VFX in film, TV and games, this new release brings significant improvements to modeling, lookdev and character rigging.8 c! N3 ^/ R2 ?
2 A( G. i. ]' V2 \- j
Houdini 16’s terrain system lets you layer and edit terrain easily with tools such as procedural noise, or paint or mask out areas directly. The operations are very similar to image compositing, so terrain artists will find the Houdini workflow familiar. The terrain can then collide with fluid simulations, crowd agents, particles, RBD/destruction and Pyro FX – without converting the heightfields into geometry.. J' m  [5 w0 b0 k% `8 d8 C

# H0 n3 Z0 v8 x2 ]4 k4 fThe ability to layer wave spectra using point instanting lets artists create complex, realistic and seamless oceans with elegance and ease. No more tiling artefacts with Houdini 16’s truly infinite oceans. Art directability is paramount, and individually modelled and animated hero waves now mix perfectly with the existing spectra.: f" N: ]. D( Z7 w- h3 C
8 m& v2 E! e( s
Houdini 16 includes a new shader building workflow that allows for layer mixing and quick access to procedural texturing tools. Mantra has been enhanced with improved BSDFs for creating sub-surface scattering, dielectrics, absorption and more. Game artists can leverage an improved texture baking workflow.' T2 R/ W+ v' R% b! R* j1 p

- `( [% u8 Z4 h+ s' lThe new hair and fur tools let you easily layer and blend attributes while mixing things like frizz, clumping, bending, parting and curling. Trim or extend hair using 3D brushes; employ masks to isolate areas of interest; paint any hair attribute in an interactive yet procedurally-safe manner. There is nothing black-boxed about the new system, and the artistic freedom it affords is endless.9 Z6 v8 K# d) @6 j) s1 ^
6 u& X8 M& S0 u# u7 e
What’s New in Houdini 164 j, F  ]' i# ?5 ~7 B8 h
Houdini 16 enhances core modeling, rendering and animation tools while focusing on performance and scalability for Film, TV and Games. A new network editor along with viewport radial menus make Houdini more approachable for new artists and even more productive for TDs. New terrain-building, character rigging and shading workflows, and hundreds of new tools and improvements make this a must-have release.
" s, S$ b+ ?* C% M3 l+ P+ ]5 @/ o/ R0 Q3 p
User Experience& q0 a+ s. i+ D
New Node Network and Radial Menus
: L2 ~5 {4 n: J7 [For a fast and fluid experience, the new network editor has been redesigned from scratch to include custom node shapes, alignment and layout tools, ‘dot’ nodes and much more. New context-sensitive and fully customizable radial menus provide quick access to common tools, making Houdini more accessible for artists.# h1 r/ u" `5 D6 w6 l

# j! j- H* }# P3 F3 F' \Modeling
( h( ~2 B" H! o: ]Artist-Friendly Tools and Procedural Techniques: z) n, R$ [2 ~
The modeling toolset in Houdini continues to grow – with new Boolean tools, Smooth and PolyFill. These tools make it easier to create good surface topology for use in Film, TV, Games and VR, and can be used interactively in the viewport or procedurally in the network editor.
  y5 ]+ `- B$ @2 O0 v+ E! n  _& I& p( J
errain Generation( c' I' Y+ {; Q8 q: \* G$ l. H( w
Full Artistic Control using Volume Slices and Height Fields  L& I* q3 O( A
Houdini 16’s terrain system lets you layer and edit terrain easily with tools such as procedural noise, or paint or mask out areas directly. The operations are very similar to image compositing, so terrain artists will find the Houdini workflow familiar. The terrain can then collide with Fluid simulations, Crowd agents, Particles, RBD/destruction and Pyro FX – without converting the heightfields into geometry.
+ K4 f/ a1 z, X2 D  _/ |% W5 r6 i. p+ O3 k! @7 d
Look Development! o' X: m0 Z! W
Streamlined Shader Building Workflow
$ o0 j; @2 _' V9 SMore and more, artists are turning to Houdini’s Mantra to render shots. Houdini 16 includes a new shader building workflow that allows for layer mixing and quick access to procedural texturing tools. Mantra has been enhanced with improved BSDFs for creating Sub-Surface Scattering, Dielectrics, Absorption and more. Game artists can leverage an improved texture baking workflow.
7 x! F, e' [  v8 E8 z4 {/ _( P0 @6 c; j" n, L4 C- e
Character Animation & Rigging
. F& J$ ^$ s) ~* P' ~Advanced Rigging Tools with Muscles8 K/ r9 ~7 x8 c0 m& P+ T
Houdini’s animation and rigging tools have been improving over the last few releases – and with the Auto-rigging, Muscle and Flesh architecture and Invisible rigs in Houdini 16, a complete character workflow is now in place. The new Biharmonic skin capturing will save riggers valuable time while the FEM-based muscles produces high-realism results.& W! b8 l7 z& \( f  Z5 ]. s
; c. Y. F. K! L* U! A" f: ^
Hair & Grooming
$ ~: w4 p/ }/ X" a$ eDesigned for Unlimited Control
+ }9 @" H0 @* H" [3 PThe new hair and fur tools let you easily layer and blend attributes while mixing things like frizz, clumping, bending, parting and curling. Trim or extend hair using 3D brushes; employ masks to isolate areas of interest; paint any hair attribute in an interactive yet procedurally-safe manner. There is nothing black-boxed about the new system, and the artistic freedom it affords is endless.
0 p4 m* i. l/ C; r" g# h) r, }& ~: U: @7 C% O, s" u. A
Ocean Tools* B" u0 I2 |0 d' H( }+ q
New Infinite Ocean Architecture0 e$ n! J: l! T' S3 _# r
The ability to layer wave spectra using point instanting lets artists create complex, realistic and seamless oceans with elegance and ease. No more tiling artefacts with Houdini 16’s truly infinite oceans. Art directability is paramount and individually modelled and animated hero waves now mix perfectly with existing spectra.
  D- I5 E: ]2 ^8 p* n# d- X& F- }+ v2 ?  N2 M; q
FLIP Fluids
- q6 N/ O) Z2 y" C6 MArt Directable Fluid Simulations& a  `8 k% s; Z3 d5 A/ `/ C
Enhancements to FLIP Fluids include physically-correct surface tension for classic water-crowning shots. Art-directable ‘fluid suction’ uses objects – even deforming objects – to guide the fluid in a controllable fashion that enhances the aesthetic of the fluid dynamics. White water in Houdini 16 is all 3D particle-based which gives much richer, more natural results. For anything viscous, there is a new slip function which provides control over how the fluid interacts with the collision geometry.) O7 T  ^: P! @8 p8 K4 @1 p

3 Y+ U7 w9 G7 S3 [! V& ]! l1 rNew Network Editor
/ l; G; T# G# s& P5 J- Brand new architecture for better performance, user experience and control2 R# k& }! m' _
- Completely redesigned look and feel2 O1 {. X8 A6 `  z. f$ ~
- ‘Dot’ connections to help route wires
- a4 i+ w& q  ?1 M; k6 f- Customizable node shapes
# C4 f2 R5 L5 o% U8 M  ~9 t  x* F- Resizeable colour palette
, t' {: t0 d5 T. s( T' {4 d- ‘Flyout ring’ to quickly access node flags and node info at any zoom level
$ D5 [' l" x2 d" Q/ ]7 \* m2 F0 q- Persistent node info dialog with live links and cut-and-paste capabilities6 U+ B1 X: h% @9 D4 c
- Visual ‘badges’ to indicate certain properties of the node& N' z% T1 u! i  @7 e
- Multi-selectable and multi-assignable wires
9 n3 Y/ C, D5 w" E3 l- Ability to knife-cut wire connections1 q8 U; w: ]# w
- Snapping guides for fast and easy node alignment4 |$ l, V( j/ p- z
- Automatic shifting of nodes to accommodate new entrants2 |3 W0 x, r5 P( }
- Intuitive, gesture-driven network layout tools. f5 q. F7 O6 n  b1 s" @6 h0 }
- Quickmark hotkeys to jump between networks or within one network
& b& d7 e5 ?/ u6 p% R- Dimming of long wires to prevent obstruction of nodes% c5 e" i/ I( U: T- g
- Visual indication of non-local dependencies, with handy jump-to controls
7 q5 q7 v6 ~1 c8 z1 o- Background image support for network boxes or the entire canvas
6 F$ _! }' P& e; g- Font size, colour and background controls for sticky notes, U! D. X. T6 l5 O% G
- Optional display of the node type
2 h% f# l! V0 i: t5 W- Powerful search engine; |, [: Y! a5 l' H  z

, m3 A$ i/ m' lModeling/ |7 K3 v+ K$ n. h/ o4 s) L
- Fast Boolean with exact predicates and arithmetic3 i8 o0 p8 }3 E6 h/ ~
- 3D and UV smoothing with advanced surface analysis kernels5 p7 m) W! E1 @$ @8 D+ s" x
- PolyFill with quads, fans, and more
8 H! x+ w# _/ b! x) U, n- Enhanced PolySplit and PolyBevel2 L* |3 e$ Z6 ~7 m1 Y8 O) k- a
- Redesigned Copy/Instance and Group
1 i! N2 g( A. p. g- Intersection analysis and stitching+ K4 M# a: l& S; ?+ \) D( d
- Robust 2D triangulation2 e4 e' j, `  g
- Selection enhancements8 Y4 l' P: b  m/ |
- Fast tool access via customizable, gestural radial menus' x: p( E9 X4 y5 b' m( Y
- Infinite reference plane with rulers
( u( z. O4 i# B' u- Medial axis snapping
) m- E- ~; p9 [$ O9 T7 P- Vertex normal support in the viewport for cusping5 [! I/ t; r) d" ~; J' w
- Pseudo-bevelling with Normal SOP! Y- Z% H* C6 P! i. k) S! L& q
- Aggressive geometry compression
! o7 R9 v9 d- F( S- Extensive OpenCL support
9 {. _6 h+ S0 j* w) n  w6 X8 W- ‘Compiled SOP’ architecture: parallel cooking and memory savings
; t9 `8 ^. e  D; G9 \% @& p/ R3 b- 3D Mouse support
7 B# a$ n2 [! e$ ~$ l# i, _1 i3 u. W! A: U2 @4 [* J
Terrain
# W, @0 K: F- ^/ i8 B- Brand new architecture for procedural terrain generation
3 J7 O5 S( S+ W  R. u6 f% n/ n- Based on height-field volumes in SOPs
; P/ `& |4 Z$ N3 \" c4 A/ T6 v9 ^% x5 ?- Full and immediate access to Houdini’s modelling arsenal
5 p; X, v! U: \3 C, a- 30+ dedicated surface operators/ ^( l0 z3 i  |, r( v1 `
- Powerful erosion models' f+ P$ M7 L/ U: {" ]$ K# W
- Straightforward workflow, similar to image compositing but in 3D* O6 i) u# `) o' V1 z1 l8 p' B
- Seamless optional leveraging of Houdini’s compositing network (COPs)" h) R. h! t( y- w
- Ability to mask areas of interest with freeform curves and texture maps
6 Y2 \4 P3 F, v4 ]6 A- Ability to paint and override any attribute' `8 Y; l  h$ t6 L) c8 F0 h
- Support for geotiff and several Lidar formats
0 W& A# z* m& v6 X* `4 H$ _- Native output to game engines
2 o" ^$ m( l% E2 I) p- Fully tileable
: U* E- Q7 p% A/ l/ ?- Game-friendly terrain material and specialized shader for VFX use
7 U! m# b+ ?0 C- i0 n5 B8 @- High-quality visualization in the viewport  ?* S8 U1 ]& \
- Dedicated Mantra procedural for rendering$ Z7 h) w3 @  k2 K& s6 J
- Very fast: hardware accelerated via OpenCL& ]  y: G7 _% h( g1 o; Z
- Native collision support for Houdini’s physical sim environment (DOPs)1 g7 h4 P2 t" T) y4 K9 @# [( Y
$ r& V/ B4 F# Y2 s: m5 e5 T
Look Development- ]5 E, }; O6 W
- Architecture for single-tiered shader creation in VOPs (no SHOPs required)- \; I. |- Q$ p1 d% f; [
- Much streamlined workflow to aid both new and existing users, V0 z* L- Y4 b& U' x
- Full support for nested, unlimited shader layering
5 f4 I( V$ N, F3 k- Redesigned VOP node tiles
( K6 y  V. f( v/ U8 }- Ray-traced SSS BSDF with image-plane outputs1 \! f3 n1 t' a
- Support for unified nested dielectrics
/ W+ \2 `# |; }8 j9 k5 w- Dispersion and absorption BSDFs
% ~; _4 M" i8 R( l4 Q- r7 B- G- Redesigned Principled ubershader with extensive features and controls6 G: ]9 `) D- t; z
- Updated shader gallery with new entries such as skin, wax and mountain  C& P9 a# g5 o
- Easy OpenGL tagging of shader attributes for viewport visualization& f. }' t  @- H8 E$ x0 u
- Viewport support for metallics, coat, occlusion, reflection and more
# k5 D  z* c' w  n1 c* C- Texture baking enhancements
; {2 T/ Y8 _# K% y/ u7 z- OpenColor IO support. u! T% \% ?3 A3 O- n
- Per-pixel inspection of material stylesheet overrides in IPR
' S* A$ ^) y+ ^  \4 W# o- Significant performance enhancements to Mantra0 ]+ B# R! Q$ t9 U! e1 o  W1 U
- Fine-grained, intuitive controls for the quality/performance tradeoff+ B# u. r5 a2 g0 G" S# K
- Direct rendering of HIP files containing curves and points with no Engine license
3 U5 H8 b: z: m- Q" m% `
& L+ k7 u$ i+ u) CCharacter. |3 t/ R$ j& Y+ ]) Z# k0 X
- Many enhancements to the Animation Editor+ Y/ X+ b  ]: k+ |6 z3 ?
- Flexible constraint architecture based on VOPs and CHOPs
  S1 W6 h+ f7 r, N$ I: l8 S- Biped and quadruped auto-rigs
2 h9 i7 T8 z- R6 O! W. Z- Biharmonic skin capturing to diminish the need for weight painting
9 L) i4 }2 `5 I8 l3 J& l- Fast bone placement with medial axis support
1 F# D5 B- B2 W7 x, H6 S0 S4 L- ‘Invisible rig’ support in Pose tool
! T0 {/ F* V" F/ u& C: x- Spring-based and FEM-based skin & muscle system
2 R& t# d4 P0 E3 Q# V- Significantly improved FEM soft-body solver; F2 m0 L0 F4 Z1 Y
- Optimized for performance
4 k% ~, B8 f( V/ e/ u- ]. j. V$ p* A$ {/ O4 _
Hair & Fur
+ x# b3 Z; G, ^- Complete overhaul of hair and fur creation, grooming and rendering
$ P6 z( |# [9 ^' S$ O* q- Unrestricted layering of grooming operations in SOPs9 c. O" T6 [6 g9 u. p
- Rich set of dedicated tools such as clump, frizz, curl, trim, extend and part
$ ^- J8 n8 A6 F8 F  o- Flexible masking tools to isolate areas of interest- p+ U' c: q8 a1 J# K
- Ability to override any attribute via texture maps or 3D paint) \* l+ a' q4 {1 Z3 b7 p
- Total freedom to mix attribute painting with 3D brushing  k7 F+ ]3 p. W) e9 N) [( {
- Equal editing access to grooming guides and generated hair# U3 u8 w* ]0 u/ o+ D
- Full preservation of procedural graph
; W/ Z7 F( n' J. g* e2 A) h+ v' a- Built-in simulation controls7 K( S/ K6 {- s' [1 C# V- L
- Easy and accurate retargeting2 ]$ N" g: n4 Y. C: u
- High-quality hair visualization in the viewport1 t* V/ k' n, C- s
- Dedicated shelf tools and desktop
0 G$ R0 J( Y+ D8 M% O. z+ T$ s- Very fast: uses OpenCL and the new ‘Compiled SOPs’ architecture
  I* n# h) O( q5 A: W3 s8 F- SOP-based Mantra procedural that does not consume Engine license# W* \' ^3 z$ L7 q

% J0 T+ n( Y+ L8 @  _3 i3 u2 DCrowd Simulations0 m; F& C& x; M
- Viewport visualization of material stylesheet overrides
; O3 t0 O% \  r6 q- Animation clip layering1 k& s  T7 e* B! T
- Enhanced hip adjustment and foot locking" A5 E$ x. d0 e, z+ l
- Non-bipedal terrain adaptation/ i7 a& f- Q) f' E5 @6 C
- Intelligent adaptation to real-time deforming terrain/ z5 ]/ T# t2 M
- Advanced controls for looping, trimming and self-blending of clips
, Q# f4 N' x6 V- K/ y" p4 t9 D- Easy attachment of props such as weapons and clothing  |& k4 A/ E% U2 R: `+ w0 f
- Support for custom collision shapes
2 F3 B6 X- s: h% H( ]- Robust and significantly faster computation of automatic joint limits$ \3 ^2 Q- n1 _5 y" z% L& v( i+ d* U/ I
- Improved clip selection and randomization controls
. w4 ?( q$ j! p$ f- Clip renaming and unit conversion during FBX import
2 e5 O4 F8 s7 v- Native support for collision with height-field terrain* s- [& `. E' V4 P2 _

7 p, f! }, y; q2 MOcean Tools
* j# U! e6 c* {0 |- Complete overhaul of the ocean FX architecture7 g: i# p$ r  G6 f! U" I- f
- Unlimited layering of arbitrary wave spectra in SOPs6 u* c1 L$ P3 \, ^  h5 _, A
- Infinite oceans: tile-free approach that eliminates concern for artefacts
3 v. {9 }8 X# c/ m1 d- Waves can be applied artefact-free even to deformed/warped base grids4 y5 J% U6 J6 B3 X
- Art-directable, animated hero waves can be mixed in seamlessly
9 h, j. q2 C  X- Masking tools to isolate areas of interest
( ~$ P% [1 w" A% ]- 3D particle foam system for a richer and more realistic look, ]* W+ x+ m  Q5 V, b* U8 e' b
- Guided sims: seamless blending of FLIP fluid sim with ocean surface
; Z3 u  ^6 q: }/ [/ g- Improved boundary layer that preserves boundary velocities
; v# r3 c. d* v- Very fast: OpenCL accelerated5 l. r7 x: t) A( k! F4 N
- Layerable ocean shader that lets you plug in foam particles
1 @, v, R8 {1 d1 g4 x. Z8 F- Render-time evaluation of ocean surface via dedicated Mantra procedural
. [' H" W; }, K# ]# c1 p
* {/ X5 R! ~/ P# o: ^+ n( pFLIP Fluids! }4 m0 `) a5 ^; a- J& c
- Physically correct simulation of surface tension
$ _$ A8 w2 S3 I% m; y- Suction force: art-directable fluids driven by animated geometry
1 @# A( i; D. i, w' P. t6 a- Waterline feature: wave dynamics that extends correctly beyond boundaries5 x" b/ H+ |! n# a- O- \) _8 r
- Enhanced viscosity solver with slip controls- Q/ M) b) A" s4 S5 z2 Z& T* R) r
- Fully OpenCL-accelerated pyro pipeline; Y( j1 ?4 n0 W+ U& ~7 e+ W; N" X
- Native support for collision with height-field terrains
: I  T( @1 `: u) v& a' F# [+ ^! e+ N; f) b
Houdini Engine & Games
/ W' w5 y5 M$ k* q, x: r- HAPI 3.0: no longer Houdini Digital Asset (HDA) centric; packed primitive support# U+ P3 g5 O% V3 e3 i$ x
- Remote debugger: live view and manipulation of game engine scene within Houdini
' B, O7 B( c: G2 w" i- Many UE4 and Unity plug-in enhancements
; I+ ?: D$ n6 L; x- Dedicated shelf tools for games4 M. N, ]: u, ~
- Rigid-body and breakable simulation export to FBX$ C. S* c+ w) i9 U' S
- Blendshape export to FBX$ ]+ H. p; k$ X' I
- Simulation export to textures for use in real-time engines
7 N: i3 A- e3 q% g* t- Much improved texture baking( _/ V$ F$ G% S- U4 U% q
- More robust PolyExpand2D
# O/ W# q2 ]# m& u- Z& n0 @8 L& d) @4 M
What's new in build 557:
* B, D8 b! c; y' c4 s8 ?- Fixed python error when creating a Simple Blend Constraints with multiple targets. It now creates a proportional one if more than one target is selected. Constraint Networks are now created using a rate driven by an expression. The constraints and generic creation scripts now look for a "chopnet_rate" parameter and will install an expression on it if it is found. This means all the new nodes will also inherit the expression automatically. Also, to fix motion blur issues, a new global animation option has been added. It can be referenced in expressions with $CHOPMOTIONSAMPLES and it acts as a multiplier on the $FPS in the "chopnet_rate" expression.6 J& K8 }5 }* Z$ q! ^* |
- Added split support to hou.Pane. It's now possible to minimize/maximize splits and set the split fractions.
4 _! u9 T) d5 V( f+ `- Use 'kwargs' for the (before|after)scenesave.py script parameters instead of 'argv'. kwargs['file'] is the file being saved. kwargs['autosave'] is True only if the save is triggered by auto save timer. (for afterscenesave.py) kwargs['success'] is True if the save was successful.
8 Z* T" ^: ^0 d: o( R) ?- Fixed bug with moving a wire while zoomed out that prevented changing just the input or output of the wire, and instead only allowed wiring through a node.
: U, M9 A2 Q0 e2 P9 }+ @- l; ^- Nested multithreaded foreach SOPs will no longer crash.& O6 w6 B- ]7 r; P9 d* n* K) B
- Fixed issue rendering black-boxed HDAa.
! K! ]  `; R0 C6 Y' K7 x# {- Fixed a bug with Key-Value Dictionary parameters where setting options like the Key column label and Value column label had no effect.! m' d! g! v6 Z6 V% p, ]
- The OpenGL ROP no longer renders the environment map for env and sky lights in the background.
; H; u5 q$ ]  S  u- Changed default setting of Baking Samples from 128 to 16.
1 C5 y2 K* n; Y$ w- Fixed HQ Lighting bug with area lights when the light sampling option is greater than 30, and when antialiasing is enabled.; ]. G: g+ u8 }( u6 t
- Due to the bug fix where baking relied on camera position for dicing, baking objects with subdivision or displacement may render out differently.
$ C0 D$ n2 d( M  p; ~* P4 n- When baking, dicing of objects are no longer dependent on camera position. It now solely relies on estimated UV coverage.( q7 b- {9 x0 X6 N! p
% L8 e! B9 j( v& |" W! j1 y: r
System Requirements
; d$ t+ B3 b8 f- [  a" Z2 o2 d5 x- Windows 10 , Windows 8.1, Windows 8, Windows 7 SP1; 64 bit
6 ?3 t; S  @7 Q6 t5 RMemory$ q: X0 {8 s4 ?4 q, w
- 4 GB required
5 s& r$ G! }5 h0 _. q; B! |- 64bit Operating System required
( ?! k* |: U& r$ Z0 L- 8 GB or higher and 64bit strongly recommended for fluid simulations
% L# U' h2 k3 @/ b1 {- T- sProcessor
6 z& m8 ~2 p$ g$ n- Recent generation : v" }5 E8 A1 b8 f/ w
- 64-bit AMD or Intel processor (requires SSE or higher) 64-bit required # a6 n! g. P* w" a
- Quad core processor or better recommended: i' p5 ?9 z9 T
- Houdini supports MMX and Streaming SIMD (SSE2) where present/ K! p- N/ ^7 ?+ m+ i6 U
Disk Space
7 h. W* y9 f9 V* |' N- 2GB required for installation; T% _; U$ y# F: s9 m
Input Devices7 `8 F- I3 ]% `5 n9 k4 e- j* b
- 3 Button mouse required
$ x7 O5 x/ |: k9 C1 I" {  M; T- Scroll wheel used where present
7 R2 Z$ X3 l1 K- Wacom tablet recommended for Houdini's brush-based tools% i9 B9 H6 R1 n; m# j6 n9 t3 M1 Z
Graphics Cards% {" D7 `4 ~7 O! g
A GL3.3 compliant graphics card is required. GL4.0+ is highly recommended.
) n9 @9 t* ~! h0 s8 @5 o2GB VRAM or more is required. Less than this can result in display errors such as blank windows. High DPI displays (4K, 5K) or multiple monitors require a minimum of 4GB.
+ X/ Y# b: \& \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: , t- e; O3 s1 S% U; T5 |% d* a
- NVidia: 378.66 or higher (don't use 376.xx - you'll have slow performance and crashes)7 V! w0 x" I7 |% I3 E
- AMD: 17.Q1 or higher- ]0 Y# G; M- }3 y9 O1 U: M
- Intel 10.18.10.3958 or higher.3 V0 R+ i: Q4 o, c1 [6 @2 G
We 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.; |/ k' m: ]7 \1 q1 G
Monitor
3 Q- l) U% S, r% |8 T7 f- Minimum resolution: 1024 x 768; Recommended resolution: 1920 x 1200 (widescreen).8 O. g7 m1 W- q0 |# {
- 2GB VRAM or higher required for dual displays or single displays greater than 1920x1080.
# k/ P% m7 ^8 T  e6 r; f% u7 r: m/ _- 4GB of VRAM (or higher) required for High DPI displays such as 4K and 5K (3840x2160, 5120x2880)8 h0 K$ n) y0 P) Z" j% n. r  F
- Color depth of 32-bit (“true color”) required.
) u3 v' S( M& S" `$ |+ E- We recommend you either select sRGB as your color profile or calibrate your monitor to gamma 2.2.
" ]6 e8 r: @. _. ~% G) x  v* AGPU Acceleration3 I2 |4 y6 d8 f2 `* K  L
- On certain graphics cards, Houdini can use the GPU to dramatically increase the performance and speed of your Pyro FX and Fluid simulations.( j6 Q# x1 M3 F1 B2 B* Z& ~
- In order to take advantage of this capability, you'll need a GPU capable of supporting OpenCL. Refer to the Supported Graphics Cards page >>
" F" i: ]+ q$ k& T4 K) @- The amount of VRAM your GPU has access to will limit the size of simulation that you can run on it. 4GB + is ideal for larger simulations.$ v9 i3 E' U8 P3 s+ K  ?; o
- GPU acceleration currently does NOT make use of multiple OpenCL devices (i.e. two or more graphics cards) but this may change at a future date.: l' Z, }3 l2 ~- A; [
Other6 I9 E7 R1 g& H
- Sound card and speakers/headset required for audio  W' ^) s" J" b8 a1 j
- Class C network (TCP/IP) recommended for local access licenses
, e8 g) y" \1 {3 c- Network support required for offline simulation, batch processing and rendering
- i% Z( n9 w5 o% f9 q; y+ B  Q; e* ~- Internet browser required for connection to www.sidefx.com (Houdini Forum)1 \# n. x- Y% S( [9 H: w
- Video encoder required for creating AVI/QT/etc.
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houdini-16.5.536-macosx_x86_64_clang9.0_10.13.dmg
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houdini-qt4-16.5.496-macosx_x86_64_clang9.0_10.13.dmg
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