SuperFinGuy Then don't say it's easy, because it's not. There's probably so much more to and around it than either of use can imagine. Don't downplay the work of these guys.
@@stock2896 it's still a product nonetheless even though @FilthyInsurrectionist is an hypocrite because he 100% bought the machine that he's using to watch this video and type that comment
@@J.R.Swish1 You're just mad that your daddy forces you to pay for shit. I earn money and don't give a dime to any corporations. they need to have people buying their intellectual """property""" constantly in order to function. If people's needs are met with piracy, then they can't keep selling things that aren't meant to be consoooomed after one year. If they don't constantly make and sell yearly updates, their shitty company collapses. Others and I are just contributing to their downfall. cope, loser
@@Andrematomer physics that only effect the graphics since no designer can take inconsistent heavy demanding physics like these in account for their games.
@@artisanmage5378 i dont understand. One day developers will find a use for these physics for a game mechanic, of course, mainly on the graphics side of stuff but nothing is stopping future game developers to use these kind of physics for a purpose, and even then, one day we'll have a super realistic game that uses even more advanced versions of these physics
Depends on your preferences and the pipeline tools written and established and reliable for you, long before Houdini got its generalist approach. Houdini is great, Maya is great. They complement each other.
@@Harry-kb7fu if you're talking about reliability, surely you didn't mean maya. Autodesk's customer service is pretty useless just like Microsoft's staff in their help forum. If it's not for the huge community, you wont get anything good out of them unless if you're a giant company. I've been using Autodesk for the past 10 years and have never tried houdini so I'm not being biased, but it's a fact that we're not getting much help from them.
Max user for over 15, maya for 10, c4d for 3 all at professional level, and i feel i wasted my time. Respect SideFX! And the most awesome part is that even if you learn Houdini now as good as you can, next year some new features appear and is always exciting.
Software do not matter, what matters is your skill. Houdini is just another tool, like blender, 3Ds Max , Maya, Cinema 4D. What matters is the Art. And if we are talking about the software, we should talk that how stable the software is, how much load it can take. Otherwise all software can do all the stuff, some may require and have plug-ins but at the end what matters is the output.
Formation Houdini Gratuite true . Houdini looks very promising and one for all software. I am using Blender for now but will surely try Houdini because I feel it will be helpful when my team is bigger and this software can really take the beating. Really like how Blender and Houdini pushing the game, and surely they look committed for long run.
catch up with whom? blender already has everything everyone else got(and more)- and now with blender 2.8 any of the "industry standard" software would have to play catch up. obviously not talking about specialized stuff like the simulation and procedural in Houdini.
Well, a) That's not totally true, b) Not in one cohesive, native package, and c) Not with the level of control, nodal programming and deep scripting. Most VFX houses use Maya for build, render and animation, but Houdini is still the master go-to for effects. Maya is an inconsistent package that is outstripped in it's claims to fame (modeling, rigging and animating) by any number of newer packages that have taken the time to learn from the mistakes of the past. Anything on the latter half of the pipeline (shading, lighting, rendering, FX), Houdini completely blows Maya out of the water.
I was literally just looking at Marvelous a few minutes ago trying to find an alternative to Houdini's cloth, and then this video pops up and not I'm just like "I guess I can wait" lol
Just tried Houdini 17 today by following latest Entagma tutorials about Vellum. It's crazy (in good way). Switching to Houdini is the best decision for me. Starting learing at May 2018, until now (Octorber 2018) is just 5 months, but i've already been able to do a lot of crazy things which i didn't think i could. Some examples: - Shortest path finding: Entagma has a tutorial about it, a simple type of path finding. I ignored that tutorial (though i've finished all other Entagma tutorials), doing my own way to tackle the worst case scenario (path has to go around or opposite direction) by using "weight". After i completed everything, i realized my method was the same as Dijkstra's algorithm. But that algorithm lacks one crucial step to make it truly shortest path, while i has already solved it before i knew in Houdini with a very simple solution. I used a lot of a VEX function called "intersect" for this problem. This is the proudest moment in 4 months of learning Houdini for me even though i know for sure i won't use any of path finding in the future. I'm not involved in gaming or AI. - Matrix/Quaternion: i know about quaternion from Numberphile but i've never thought i'll ever use any kind of advance math until i learn Houdini. Thanks to 3Blue1Brown for his great series about this topic and a bunch of tutorials, i somehow understood matrix. I can VEX with quaternion, though i don't fully understand it, but still get job done. - Building my own procedural rig: Houdini has Autorig, but it sucks. I've been through some softwares which deal with rigging and skinning (Modo, Akeytsu), so i know what i want. With Rigging series from SideFx, after some struggles i made a rig which by using it, i can make difficult poses easily and FAST. My work needs still image, not animation. - Python: never thought i will learn any programming language. i'm an artist for god sake. But well, it has its use for Houdini so i learn it. For now, i know how to use Python to do something in Houdini (like turn off FK/IK via button in Digital Asset for the rig i mentioned above). Don't tell me to write Python to crawl the web or process data or whatever, i see no use. My bottom line: Houdini was not artist friendly. Over time, it got a lot better (still kinda hard though). Most important thing is that Houdini has a solid base code, and from there they build a lot of features and they all work well. So the future is bright with Houdini. I'm glad i didn't stick with 3ds Max or tried to get into Maya. Poor Maya users watching Autodesk destroy their favorite program. My ultimate goal is to make everything with Houdini. My dream was to make a procedural city with all details in it (house, people, cars) by myself. Also, with Vellum, i hope i can drop Marvelous Designer for clothing. I'm still a beginner, hope there will be many tutorials about Vellum soon. SESI, please make a Masterclass about Vellum ASAP.
I remember I tried do cloth in 16, it was too difficult to add seams, I had to find indexes of points and then add seam node and manually enter range of these point indexes. But also 1000x times easier to position patterns in 3d world, opposed to Marvelous Designer. Havent tried 17 yet, if they make it easier to make seams, it's already better than MD (well I also couldnt find some features like make cloth leather and some seams features from MD, but they also not many cloth tuts in Houdini)
In case you didn't see these yet... www.sidefx.com/tutorials/houdini-17-masterclass-vellum-overview/ www.sidefx.com/tutorials/houdini-17-masterclass-vellum-drape/ www.sidefx.com/tutorials/h17-vellum-cloth-lookdev-tips/
jesus, this is insane... I'm still a beginner but I can tell you: you're killing it! Not only is the software awesome but the cheap indie pricing (and the student license) is making me go all in. In my estimate the only thing you need to do, to reach escape velocity are good help-guides/tutorials (video and written) for all of the features - especially the new ones. In any case thanks for the awesome work!
Houdini the best 3D program ever. No plugins needed to create anything. I LOVE HOUDINI. Truly the best 3D program for me. Amazing Features. I love it. Houdini will always be TOP 1. LOVE YOU SIDEFX!
Blender 2.8 is very promising, but I wish it had the FX tools Houdini has, as for the price, the Indie version is 400$ for 2 years, very cheap, it has all the tools, it allows 4K renders and the use of third party renderers, which is awesome!
@Gilles What FX tools are you talking about exactly? Not trying to be a jerk, I'm actually curious. I know Blender is getting FlipFluids (for $76) which looks amazing, especially at such a low price.
Blender has pretty much all the FX you need, but none work as good as those in Houdini, the Fracture branch is awesome, but its no Houdini, yes, the flip fluid add-on is amazing, but, again, not Houdini, and you cant mix them with the infinite ocean, for example, Blender is amazing, a new/better cloth system is being integrated in 2.8, but nothing close as to what is shown in this video, hair dynamics in Blender is pretty bad, and the list goes on!
I see, thanks for the clarification, and Houdini really looks gorgeous. I'm not an expert on any of these areas but I agree with you, I think that's both Blender's weak and strong point: jack of all trades, master of none. Except, maybe, poly modeling, which I think is better than many paid softwares. One solution has been proposed by Zacharias Reinhardt who's pushing for crowd funded features, in this specific case it would be for sculpting tools but I guess you could raise money to further develop any feature, seeing what they've been able to achieve during last June's code quest I am pretty optimistic about something like that.
@@gcharb2d Hi, Blender Fund is 25k euro per month right now, when it goes up to 30k(which will happen in a month or 2, Blender will start to improve Hair system, Sculpting + Texturing tools + Procedural Texturing + Painting and many more). code.blender.org/2018/12/blender-development-fund-projects-for-first-half-2019/ fund.blender.org/
Fantastic.. Version by version houdini proves that it is the best one out. I love the new "vellum" thingy eagerly waiting to put my hands into it.. Overall i love all the updates.. Congrats Sidefx! You guys always rocks.
Few more years and Autodesk will buy Houdini to eliminate competition, just as it did with Maya and Softimage.. Thank god Blender is open source, it will never belong in Autodesk's "corporate portfolio".
What? If your company makes more than $100,000 a year and can't afford a full fledged Houdini FX licence and maintenance fee, what the hell are you doing?
Unfortunately our computers are still too bad to be able to calculate all those physics real-time. So it’s only possible in movies, not in games. I heard that there are neural networks that adapted to calculate approximate physics by learning interactions in thousands of examples, and then be able to calculate physics real time with less resource than original algorithms, but I suspect we won’t see such technologies in games yet another several years at least (games are being made pretty slowly, and new ones which started using this tech to the fullest now, will be completed only in 5 years or so). Also, there are weight-agnostic neural networks which can show even better performance and accuracy (i.e. requiring less examples for the same accuracy???), but they are randomly changing structure of NN via evolution algorithm, and we all know evolution isn’t hasty either, and even in computerized worlds those hundreds of thousands cycles take whole days of real time just to evaluate how a single object interacts with the environment, so NN might remember it. So yes... Those graphics in games... Not today.
OMG, I started playing around with 3D modeling and design tools with 3D Studio v3 in MS DOS. Then I catched the 3D Max era in early days, but then I got out of this industry. Now, seeing this demo I'm just blown away by the capabilities of Houdini platform. That's an incredible progress!! Great stuff
I was thinking to buy 3d studio max license but as an indie its expensive. Now with all this great stuff you are doing Houdini Team, I am more eager to get Houdini Indie License and be part of your ecosystem. Autodesk is pretty stupid, but who cares. Houdini software rocks the boat! :)
Wouldn't it be cool if in the future all of these physics simulations were implemented into video games, like the waves and stuff. (i would absolutely love to see that grass in a video game)
Nobody say that. Blender is full package, it has many things which Houdini does not have. Blender is not trying to dominate a specific field. However, in the last months Blender Fund grows insanely: fund.blender.org/ I love both Houdini and Blender.
Their are so many software in the market and I still haven't made my decision on which I should focus more. I only know how to use maya and photoshop but I want to learn Z brush and substance as well but the only problem I they are so much complex and hard to understand.
Houdini is looking better and better with each update, I wonder how does the cloth workflow compare to Marvelous Designer? So you could have a game company with just Houdini, Zbrush and Painter , instead of needing extra ones like World Machine, Marvelous Designer and so on, the only thing I'm not sure about is the fluidity and the algorithms of the modeling tools.