SideFX Houdini
· Houdini MOC · Wiki SideFX website · Houdini MOC · 3D animation · CG · Application ·
Description
Houdini is a 3D animation software application developed by Toronto-based SideFX, who adapted it from the PRISMS suite of procedural generation software tools. The procedural tools are used to produce different effects such as complex reflections, animations and particles system. Some of its procedural features have been in existence since 1987.
Houdini is most commonly used for the creation of visual effects in film and games. It is used by major VFX companies such as Walt Disney Animation Studios, Pixar, DreamWorks Animation, Double Negative, ILM, MPC, Framestore, Sony Pictures Imageworks, Method Studios and The Mill.
It has been used in many feature animation productions, including Disney's feature films Fantasia 2000, Frozen, and Zootopia; the Blue Sky Studios film Rio, and DNA Productions' Ant Bully.
SideFX also publishes Houdini Apprentice, a limited version of the software that is free of charge for non-commercial use.
Features
- Modeling
All standard geometry entities including Polygons, (Hierarchical) NURBS/Bézier Curves/Patches & Trims, Metaballs - Animation
Keyframed animation and raw channel manipulation (CHOPs), motion capture support, Rigging, KineFX - Particles
- Dynamics
Rigid Body Dynamics, Fluid Dynamics, Wire Dynamics, Cloth Simulation, Crowd simulation - Lighting
node-based shader authoring, lighting and re-lighting in an IPR viewer - Rendering
Houdini ships with SideFX's rendering engines Mantra and Karma; Houdini Indie license and up support 3rd party rendering engines, such as Renderman, Octane, Arnold, Redshift, V-ray, Maxwell (soon). - Volumetrics
With its native CloudFx and PyroFx toolsets, Houdini can create clouds, smoke and fire simulations. - Compositing
full compositor of floating-point deep (layered) images. - Plugin Development
development libraries, assets for user extensibility using HScript, VEX and Python
Tools
Houdini's operator-based structure is divided into several main groups:
- OBJs – nodes that pass transform information (Traditionally these contain SOPs.)
- SOPs – Surface Operators – for procedural modelling.
- POPs – Particle Operators – used to manipulate particles systems.
- CHOPs – Channel Operators – for procedural animation and audio manipulation.
- COPs – Composite Operators – used to perform compositing on footages.
- DOPs – Dynamic Operators – for dynamic simulations for fluids, cloth, rigid body interaction etc.
- SHOPs – Shading Operator – for representing a dozen or more different shading types for several different renderers.
- ROPs – render represent different render passes and render dependencies.
- VOPs – VEX operators – for building nodes of any of the above types using a highly optimized SIMD architecture.
- TOPs - Task Operators
- LOPs - Lighting Operators - for generating USD describing characters, props, lighting, and rendering.