
Side Effects Software, an industry leader in 3D animation and visual effects software, announces new release of Houdini 11. With a focus on productivity, Houdini 11 meets the needs of artists and studios who are looking for ways to accomplish more and work faster. From the new FLIP fluids solver, which offers amazing speed and control, to automatic fracturing of RBD objects, to a re-architected shader building workflow, artists will be able to work much more effectively with Houdini 11. Houdini 11 is available with Houdini Escape available for as low as $1,995 and Houdini Master available for as low as $6,695.
And here are the new about Houdini 11:
User Interface
- New, bezier-style connectors in the network editors
- New tool palette in the network editor offers a gallery of nodes which can be dragged into the network.
- Seamless integration of particles into dynamics networks and dynamics into geometry networks. This makes it easier to focus simulations on particular networks instead of simulating everything at the same time.
- Enhancements to bundles to strengthen light-linking workflow
- Z-up support
Vertex Normals
- Support for vertex normals in OpenGL
Network Rendering
- Network-distributed IPR
- HQueue for Windows and Mac
- Gold release of Houdini Cloud rendering tools
Volumes
- Support for multi-resolution volumes with merging, feathering and surfacing tools
- Volume Quality setting in viewport
- Camera frustum volumes with tapering values.
- Higher quality viewport visualization of volumes
VEX Volume Procedural
Texturing
- Support for Disney’s “ptex” format
Point clouds
- New point cloud surfacer with adaptive controls (generates a better surface than the existing particle fluid surfacer; more applicable to games)
- New point cloud functions
Fluids
- New Fluid Shelf tools – target smoke, source from surface, resize voxel grid
- SPH particle fluid solver up to twice as fast
- Ability to rotate voxel grid to create non axis-aligned fluid container
Fur
- More shelf tools for hair grooming
- Control over guide hair distribution for faster interactivity while grooming
- Combing direction can now be controlled by skin shaders
- No need for rest attribute
- Distributed wire solver output node
Cloth
- Support for cloth pinching and layering
- Direct support for non-stretchy cloth (stretch/shear/bend constraints)
- Ability to simulate 0D cloth particles and to attach 1D cloth strings to 2D cloth surfaces – this provides as unified cloth solver for particles, wires and cloth surfaces.
- Distributed cloth solver output node
Crowd Control
- New CHOPS (foreach, iksolver, objectchain, transformchain, vector ) – for crowds and more
- New python module that lets developers easily embed C++ code into python code





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