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Renderman for maya 2015
Renderman for maya 2015











  1. #RENDERMAN FOR MAYA 2015 SOFTWARE#
  2. #RENDERMAN FOR MAYA 2015 CODE#

Houdini 15 includes improvements to the Maya plug-in such as support for ramp parameters while the Unity plug-in now has support for paint input.

#RENDERMAN FOR MAYA 2015 CODE#

The initial release of the 3DS Max plug-in code is now on github with a compiled plug-in to follow in a few days. This thin client has made it possible for independent developer Hideki Suzuki to complete his 3DS Max plugin. This allows for multiple sessions per host, multiple threads per host, greater stability and can be integrated without library conflicts. Houdini Engine 2.0 has been designed to separate the API front end from the compute back-end. Houdini works in the background to cook the node networks inside the asset and the results are delivered to the viewport of the host application. There is also an Agent Cam tool which creates a camera and attaches it to the head of an agent for point of view shots.įor artists working in other applications such as Autodesk Maya, Cinema4D, UE4 and Unity, the Houdini Engine makes it possible to open up Houdini Digital Assets in these apps. It is now easier to set up material and geometry variations and tools have been added to set up explicit target locations. Ragdoll dynamics have been added to the Houdini 15 crowd tools along with limb detachment, fuzzy logic and better crowd behavior. Game makers can now import and export tangent-space normal maps and convert bump and displacement maps to normal maps. Houdini 15 also includes texture baking and viewport support for UDIM textures, world-space normal maps, UV mesh boundaries and overlapping UV regions. The PolyExpand2D tool makes it easy to compute straight-skeleton and is ideal for road generation. The modeling improvements in Houdini 15 will be particularly useful for game artists who use Houdini to build procedural assets for use in game editors such as Unity and Unreal. Houdini 15 also includes dual quaternion support for deforming twisting geometry and preventing volume loss. New lightweight female and male rigs provide sample characters that artists can use to explore the animation tools in Houdini. This makes it easier to pose and keyframe characters in Houdini. The animation workflow in Houdini 15 is better than ever with onion skinning, a pose library panel, an improved character picker panel and enhancements to the dope sheet.

renderman for maya 2015

For working with hi-res models, new retopology tools make it easy to build low-res geometry by drawing right on top of high-res geometry. With improvements made in Houdini 14 and now 15, modellers are now able to work intuitively in the viewport with the new tweak edit workflow, edge sliding, soft selection highlighting and new tools such as PolyBridge and PolyExpand 2D. Houdini has traditionally offered strong procedural modeling sometimes at the expense of its interactive workflow. “With more game studios creating content using procedural techniques and commercial studios looking for artist-friendly tools, Houdini 15 offers a well-rounded solution.” “With this release, Side Effects is working hard to bring Houdini’s modeling, rendering and animation tools up to the level of its VFX tools,” says Kim Davidson, President and CEO, Side Effects Software. This new version enhances modeling, rendering and animation tools to meet the needs of generalists, animators, lighters, and game makers while the VFX tools become faster, more scalable and more efficient at handling big data.

#RENDERMAN FOR MAYA 2015 SOFTWARE#

TORONTO - Just nine months after artists first got their hands on Houdini 14, Side Effects Software has announced the release of Houdini 15 with onion skinning, new shader building tools, crowd ragdolls and Houdini Engine 2.0.













Renderman for maya 2015