And if required Side Effects’ own renderer, Mantra, could be used to render everything. From there various fluid effects were added along with interactive characters, all via the Digital Asset. Walkways, railings and other set dressing could be quickly added procedurally throughout the game level. The Digital Asset then automatically added the corridors, along with doors where they intersected. A general volume was created representing the entire game level, from there a curve system was used to define where the corridors would be. This was created procedurally using a Digital Asset previously created in Houdini and running within Unity. Stauffer went on to show a number of examples including the creation of a game level, such as one seen in Doom or Quake. With the announcement of the Houdini Engine last year, Side Effects created this overview video which shows how the whole system works.
#REALFLOW C4D FULL#
Once you have purchased the plugin you can use Digital Assets in the application even if you don’t have a full license of Houdini running on the same workstation. The Asset is really just a set of libraries and APIs running within the host application and gives you the full functionality of Houdini, including Manta. The Assets themselves are easy to create and require no programming knowledge outside of Houdini itself. This asset is loaded with certain permitters available to the user, so an artist can adjust various options as if using it directly within Houdini itself. Houdini Engine and the resulting Digital Assets enable an artist to create and then load the asset, similar to a NUKE gizmo, into another 3D system that supports the engine.
#REALFLOW C4D SOFTWARE#
However the software is also one of the hardest to learn, even for a seasoned 3D artist, with its steep learning curve and unusual (in a 3D world) nodal approach. Houdini is one of the only true procedural 3D systems and this brings amazing flexibility to an artist. However, it also has a complete toolset for modelling, character animation, lighting, shading and rendering (using Side Effects’ physically plausible renderer, Mantra). Houdini is obviously mainly known for its procedural approach to creating amazing dynamics and fluid effects. otl file which can then be loaded into any 3D system supporting Houdini Engine. In order to make a Digital Asset you need to utilise Houdini’s Subnet feature.
After a short 4 minute showreel showing work done for features, commercials, television and games Stauffer moved into discussing Houdini Engine and Digital Assets. Stauffer started with a quick recap on Side Effects, noting they were now in their 26th year with Houdini being their main flagship product. If you haven’t come across Unity before, it is a game development system offering a powerful rendering engine integrated with a complete set of tools and workflows for create interactive 3D and 2D games content. We have an interview about this news a bit later in the article, but first a bit about the Side Effects presentation.Īlthough the presentation mainly focused on Unity, Stauffer was quick to point out the system worked the same if you were in Maya, Softimage or C4D. Also, the ability for TDs to create approachable Houdini tools for use within Cinema 4D should be a big bonus. MAXON’s Cinema 4D and Houdini make a great pair, as each has complementary strengths. This was introduced last year, but at FMX Side Effects announced Houdini Engine for Cinema 4D and also that the Maya plugin would be available as an open source project. In this session Rob Stauffer walked us through Houdini Engine, a system for loading Houdini Digital Assets into 3rd party 3D applications such as Unity, Maya or Softimage. In case you missed it, be sure to check out our other coverage from FMX 2014:įMX 2014: day three/four report Side Effects Software Houdini Engine & Cinema 4D A special thanks to Matt Leonard, who helped cover all the happenings in Stuttgart this year. Launch Cache process from any toolbar or customize RealFlow node output filenames.In our final report from FMX2014, we cover the announcement that Cinema 4D will be supporting the Houdini Engine as well as have a sneak peek at the upcoming RealFlow 2014. Scale, rotate and translate transformations can be applied to fluids. Scale all the daemon forces from a single place. Use particle speed, age and vorticity to resize fluid particles. Thanks to the new quad meshed you?ll be able to make meshes easily subdivided.Īnimated particle emission parameters and daemon parameters are taken account between frames. Now you can achieve high-end simulations with an even easier workflow. RealFlow for Cinema 4D gives you the best in fluid simulation, directly inside Cinema 4D.