Houdini is a potent and fantastic piece of software. The most recent release of SideFX’s procedural 3D program for visual effects, game development, and motion graphics is Houdini 19.5. A number of previously untested features have been given the production thumbs-up, and Karma CPU is now formally “prepared to take over render tasks” from the legacy Mantra renderer. In this article, we will explore “new features in Houdini 19.5”.
The liquid simulation industry offers perhaps the clearest illustration of this. Because FLIP fluids are now available as more artist-friendly SOPs (Surface OPerators). Additionally, SOP FLIP fluids can solve for velocity or pressure boundary conditions, with pressure-based simulations typically producing more turbulent results. Houdini 19.5 offers fresh methods for upscale fluid simulations, such as generating the fine detail required for close-up images of a bigger simulation.
Houdini 19.5 also includes brand-new fluid simulation capabilities, such as the Shallow Water solver. Users can export velocity and curvature maps in addition to the actual height fields using this 2D solver, which is based on height fields and uses a texture-based approach. The Shallow Water solver may be used to create surface ripples on sheets of water just like the current particle-based Ripple solver, but it does it much more quickly, solving in “a second or two” every frame.
Both of the new render engines included with Solaris make significant advancements, with Karma CPU currently being referred to as “ready to take over” from the outmoded Mantra engine as the main renderer for Houdini. To do that, SideFX has enhanced MaterialX with new capabilities, including new options for processing surface curvature and render-time edge rounding. MaterialX is used to define Karma shading networks.
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