Houdini 21 Ra Mắt Vào Cuối Tháng 8, 2025

SideFX vừa tung ra một video dài, chia sẻ các chức năng mới về Houdini 21 tại Siggraph 2025. Phiên bản này nhận được sự hưởng ứng rất to lớn của cộng đồng người dùng chuyên nghiệp và cả lượng lớn sinh viên, những người mong muốn bắt đầu và sử dụng ngay một phần mềm 3D trong sản xuất hơn là chỉ biết sử dụng 3D là gì.

Rất nhiều câu nói tung hô tuyên truyền được công bố gần đây từ giới mộ điệu của phần mềm Houdini cho các chức năng mới của phiên bản 21. Nhưng câu nói ấn tượng nhất vẫn là “Houdini 21 đã lấy mất job của AI !”

Những cải tiến và quy trình làm việc mới nhất:

  • KineFX rigging & animation: Thêm motion mixer, thư viện clip và animation, Autorig Builder, cùng nhiều bộ rig mẫu. Hệ thống cơ bắp dễ thiết lập hơn cho nhân vật và sinh vật. MetaHumans có thể nhập trực tiếp vào Houdini qua plugin của Epic và SideFX.
  • Copernicus: Có solver Pyro FX dạng sparse GPU, điều khiển trực quan và hiệu ứng reaction diffusion. Hỗ trợ bake texture cả trong Copernicus và Karma. Địa hình có node erosion mới, heightfield nâng cấp qua Copernicus.
  • Solaris & Karma: Công cụ Shot Builder mới, Live Rendering vào thư viện ảnh, Karma hỗ trợ Hydra 2 và Gaussian Splats. Houdini 21 hỗ trợ Vulkan production-ready, có Ambient Occlusion realtime, Geometry Lights và MoltenVK cho MacOS.
  • VFX & Machine Learning: Bộ preset Pyro FX, cải tiến solver MPM. Tích hợp sẵn công cụ ML cho style transfer, biến dạng da & mô, dựng bề mặt từ point cloud và upres Pyro. Có node setup hoàn chỉnh để huấn luyện với dữ liệu riêng.
  • Phát hành: Cuối tháng 8, với hàng trăm cải tiến khác không được đề cập trong keynote.

Danh sách hơn 300 chức năng mới được trích ra từ video bởi người dùng tại diễn đàn của SideFX khi trình bày về hé lộ video Houdini 21, các chức năng nay này chưa hề được SideFX chính thức tuyên bố hay nói về nó.

KineFX: APEX-driven Rigging and Animation

  • Production-ready for all riggers and animators
  • Additional auto-rig components e.g. limb, hand, foot, neck, scapula, ulna
  • Spine rig component v3.0 with interactive squash & stretch and more
  • Enhancements to reverse foot, including rotational toe control
  • Fast, interactive and easy to use rig builder with viewport drag-n-drop
  • Ability to rapidly build complex facial rigs with blend shape support
  • Simplified procedural auto-rig component creation based on graph fusion
  • Updated Electra rig with twist joints, reverse foot, clavicle, bendable IK/FK
  • Fully rigged realistic human: Otto v1.0
  • Many enhancements to APEX graphs and APEX scripting
  • Fast in-place APEX cooking of SOP verbs, similar to compiled SOPs
  • Convenience nodes for converting KineFX characters to packed folders

Ragdoll and Constraint Enhancements

  • Streamlined ragdoll configuration workflow
  • Ability to animate ragdoll stiffness, damping ratio, rest length and more
  • Revamped constraint system with support for multiple concurrent constraints
  • Soft and hard ragdoll tether constraints
  • Parent, Static and LookAt constraints
  • Automatic constraint offset controls
  • Option to create custom constraints and build on top of standard set
  • Ability to add keyframes to mirrored controls automatically
  • Full-body IK posing with high-level targets for streamlined animation
  • Ability to inherit animation layers from upstream APEX animation nodes
  • Hotkeys to grow and shrink a selection of controls
  • Unified and streamlined keyframe baking workflow
  • IK/FK switching

Animation Tools and Graph Editor

  • Playbar Ripple tool to move all keys before or after cursor location
  • Enhancements to selection sets e.g. rig control management and display
  • Hotkey-driven rig control pick-walking with topological heuristics
  • Ability to hide rig controls when scrubbing and dragging
  • Animatable rig control feedback e.g. shape and color
  • Posing with invisible controls a.k.a. direct skin manipulation
  • GPU-accelerated skin and blend shape deformation in future production build
  • Customizable look-and-feel of standard 3D handles
  • Rewritten audio subsystem based on FFmpeg with smooth scrubbing
  • Scene Add Prop node options for animated and deforming geometry
  • Animation transfer with APEX Animation from Skeleton
  • Up to 6x faster panning in the animation Graph Editor
  • Completely redesigned Animation Catalog a.k.a pose library
  • Motion Mixer (beta) with tracks, clips, NLE-style GUI and native APEX support
  • Motion-mixing of arbitrary APEX rig controls, not only skeletal animation
  • Fully-featured APEX animation environment available as a Mixer effect
  • Built-in support for ML-driven skin deformation with custom training recipes
  • Neural Point Surfacing: ML-based point cloud surfacing for enhanced realism
  • Support for AMD® NeuronNet backend and new hardware
  • Hand motion tracking using deformable volume capture
  • Ability to convert tracking data to joint-based retargeted motion
  • glTF importer for character, animation and skinned geometry
  • Countless UX improvements across the board

CFX: Organic Tissue Simulation (OTiS)

  • Robust, GPU-accelerated Organic Tissue Solver for muscle and tissue
  • FEM-level physical quality and faster than Vellum
  • Simultaneous, fully coupled muscle and tissue simulation
  • Robust volume-based muscle & tissue collisions immune to initial intersections
  • Muscle and tissue configuration nodes redesigned for ease of use
  • Reengineered tissue mesh generation allowing for robust fat-muscle collisions
  • Otto: humanoid rig with bone geometry and full muscle and tissue system
  • Ability to transfer full muscle rigs and bone geometry between characters
  • ML Deform model trained on Otto’s muscle system
  • Real-time APEX animation of ML Deform-trained characters
  • ML Train Deform recipe to facilitate training with user data
  • Armature system for quasi-static muscle capturing, simulation and deformation
  • Armature Deform node designed for data training for ML deformation
  • Organic Deformer node to minimize tetmesh energy for improved accuracy
  • Muscle Deintersect node to remove small intersections
  • Ability to blend overall activation in Muscle Flex SOP
  • Automatic muscle-to-tension line matching and multiple lines per muscle
  • UI/UX enhanced Muscle Constraint Properties node
  • Muscle Tension Line Activate node for procedural and user-friendly activation
  • Muscle Auto Tension Lines for easy, procedural definition of tension lines
  • Muscle Adjust Volume to control muscle mass with collision support
  • Many functionality enhancements to Muscle Solidify
  • Remove Fat node to control how fat tissue influences muscle transfer
  • Tenfold speedup of procedural fibre direction computation
  • 3–4× faster tetrahedral conversion
  • GPU-accelerated edge relaxation with surface sliding support
  • GPU-accelerated delta mush
  • Fast grooming with Parallel Transport Along Geometry

Grooming Tools

  • Guide Clump Center to generate center lines of hair clumps
  • Guide Surface to generate triangle surfaces over hair grooms
  • Guide Fill to populate empty points on guide interpolation meshes
  • Guide Find Strays to identify and group stray hairs for downstream grooming

Geometry | Modelling | Environments

  • Powerful shot sculpting toolset with NLE-style GUI for character finalling
  • Elastic Deform, Plow and Planar sculpt brushes
  • Option to sculpt using surface distance falloff
  • Convenient in-node management of sculpt masks
  • Ability to extract geometry contours procedurally with frame coherence
  • Unsubdivide node to reduce the resolution of previously subdivided meshes
  • Improved Paint SOP performance with geometry groups
  • Enhanced Texture Mask Paint w.r.t. UDIMs, alpha and mask flattening
  • Bidirectional ray support and options for group transferring in Ray SOP
  • Ability to model branching curves as well as cutting and joining curves
  • Adaptive quad remeshing for improved results on organic geometry
  • Procedural and interactive edge flow control in quad remeshing
  • Support for the @ attribute syntax for vertex groups
  • Many enhancements to Poly Extrude SOP
  • Ability to un-overlap pieces of geometry identified by string or int attribute
  • Ability to use UV Fuse in compiled blocks for faster performance
  • Versatile UV map generation with UV Flatten from Points SOP
  • Topological sliding guided by curve references
  • Edge relaxation node to match reference geometry
  • Extrapolation enhancements to attribute filling
  • OpenCL topology bindings for half-edge attributes and tetmesh adjacency
  • OpenCL-accelerated attribute sorting
  • Multithreaded geometry sorting
  • Redesigned, COP-powered hydraulic terrain erosion with simplified controls
  • Option to output erosion sediment, flow and debris
  • Neural brush-based terrain generation with trained models in Content Library
  • See also scattering tools in Copernicus

Pyro | Crowds | RBD

  • Rich set of pyro recipes such as thruster exhaust, fire portal and wispy smoke
  • Fast, accurate and frame coherent ML-based pyro upres node
  • ML Train Volume Upres recipe for user-specific scenarios
  • Gas Remap node to shift and scale a scalar volume field into new range
  • Gas Burn node to control flame field dissipation and emit smoke and heat
  • Enhanced turbulence controls in pyro solver
  • Partitioning of large point clouds to execute efficiently on OpenCL devices
  • Ability to blend between animation clips based on crowd agent’s turn rate
  • Support for parent-child agent setups via crowd motion path toolset
  • Easy to use fracture-and-destruction system built into dynamic car rigs
  • Options for fans and propellers to support spinning parts in motors
  • Easier to have vehicles jump off the ground at specified locations
  • See also Otis solver in CFX and COP solvers in Copernicus
  • Bullet solver v3.25

MPM | Whitewater | Rendering

  • Joint-guided region extraction for quaternion blend weights
  • Stable pre-simulation region propagation and region masks
  • Updated online terrain stamping for localized simulation
  • Auto-inferred sensor fields that understand and react to environments
  • De-stabilized gradient field moments and ramp shapes in colliders
  • Dedicated MPM state for easy access to all MPM substeps
  • Lighting export enhancements for USD/Hydra
  • Multi-faceted enhancements to post-simulation pipeline
  • Surfacing node to efficiently generate render-ready geometry
  • Surface tension support for realistic liquid behaviour
  • Debris emission for secondary particle simulations
  • Deterministic particle-to-grid option for reproducible results and speed
  • Ability to emit particles on top of existing particles to fill MPM container
  • Support for the ‘age’ point attribute in MPM Source
  • Ability to add upper and lower padding to MPM container
  • Dedicated nodes for streamlined post-simulation processing
  • Specialized post-simulation nodes for stiff material destruction e.g. metal
  • Dedicated whitewater shader
  • Direct rendering of OpenVDB points
  • Accelerated motion blur rendering of VDB volumes
  • Volume shadow step rate control for better performance
  • Native support for integer and vector volumes
  • Support for USD colorSpace metadata on material parameters
  • Automatic exporting of basecolor AOV

Karma | Husk | XPU Rendering

  • Faster and more memory-efficient rendering of subdivision surfaces
  • Feature shader outputs for GL/GLSL/SSS in viewport
  • Faster Flip/Volume viewport preview
  • Improved OpenGL selection performance
  • Vertex displacement motion blur with velocity-aware shading
  • Rigged object motion blur enhancements and instancing optimizations
  • Ultra Path Tracer support for geometry visibility through thin matter
  • Synchronized nested dielectric priorities between CPU and XPU
  • CoordSys primitive discovery
  • OIDN denoiser v2.2.1
  • Ability to denoise with CPU only
  • Automatic switching to bucket mode when rendering deep images
  • Husk support for render pass specification
  • Render stats and Husk information included in deep image metadata
  • Support for custom metadata in render products and AOVs with Husk
  • Improved handling of deep image RGBA channels in Husk
  • Ability to assign default render delegate to Husk
  • Husk auto-tiling, including deep image support
  • Husk support for viewport render delegates such as Vulkan
  • CPU: GPU-accelerated texture baker — see also Copernicus
  • CPU: High-quality non-photorealistic (NPR) outline generation
  • XPU: Precompiled render kernels for faster startup
  • XPU: Optimized compilation of user-defined shaders
  • XPU: Volumetric light support
  • XPU: Uniform volume rendering that matches the CPU renderer
  • XPU: Support for partial opacity in conjunction with background holdouts
  • XPU: Ability to prevent background holdouts from receiving shadows
  • XPU: Support for shadow linking of up to four geometry subsets
  • XPU: Ability to blend up to 16 MtIX Standard Surfaces
  • XPU: Support for string primvars
  • XPU: Multi-importance sampling (MIS) compensation for noise reduction
  • XPU: Ability to select specific Intel Embree and NVIDIA OptiX devices
  • XPU: Initial support for Gaussian Splats, with lots more to come

General UI | UX

  • Stencil map support for fast polygon visibility control via ST coords
  • Accurate (deformer-friendly) tangent space displacement
  • Dicing enhancements to improve rendering of large displacement
  • Split KineFX scene graph for world-space vs. rig-space
  • Faster and fully redesigned node info in all supported OP contexts
  • Redesigned multi-parm UI/UX to allow interactive reordering and more
  • More consistent look and feel of guides and handles in all Houdini contexts
  • Recipe Builder subnet to preserve recipe content and capture settings in .hip
  • “Forever” playback mode to advance playbar indefinitely
  • “Live Simulation” mode to run simulations continuously regardless of playbar
  • Non-contiguous character matching in text editor autocomplete
  • Ctrl-clicking Reset Simulation to also clear the simulation cache
  • Flexible framework for binding hotkeys to actions
  • Support for binding key sequences to hotkey actions
  • Volatile hotkey symbols to toggle display options

PDG & TOP Task Management

  • ML Train Style Transfer to train data using two classes of images
  • ML Train OIDN node for training an OIDN denoising filter model
  • PDG Training Monitor panel for ML training visualization
  • Convenient one-node wrapper for GLTF ROP and ROP Fetch
  • Simplified file set preparation with Preflight node
  • Ability to import work items from an externally-defined TOP network
  • Ability to run python script defined in an external .py file
  • Enhancements to python scripting when cooking out of process
  • Attribute String Edit to modify string attributes based on defined filters
  • Attribute Classify to examine work items based on unique values
  • Easy importing of key/value attribute pairs into a dictionary
  • Partition by Frame option to filter input work items by their frame value
  • ProRes codec encoding on macOS with FFmpeg Encode Video
  • Ability to control root job verbosity with HQueue, Deadline and Tractor
  • Deadline Scheduler restored to scheduling work items as tasks by default

Houdini Engine | Plugins | Platforms

  • Houdini Asset Editor for Unreal
  • Unreal PCG integration with ability to use HDAs in PCG graphs
  • Unreal plugin performance optimizations
  • HEngine plugin support for UE 5.5–5.6, Maya & 3ds Max 2026, Unity 6.0–6.1
  • HEngine API: faster data transfer via optimized shared memory side channel
  • HEngine API: Python bindings using Nanobind
  • HEngine API: support for Copernicus
  • Unity plugin optimizations and UX improvements
  • Output Log and HDA panel in 3ds Max
  • Quality of life improvements to the 3ds Max plugin
  • HQueue option to control client permissions on job output files
  • Pattern matching in HQueue ROP and TOP nodes for client parameters
  • Easier HQueue ROP job command customization using XML-based format
  • Port to x86_64-v3 feature level for additional compile-time optimizations
  • Greatly reduced startup time on certain Windows systems
  • Greatly reduced filesystem activity when loading Houdini
  • Upgraded A/V encoders and decoders
  • Adherence to VFX Reference Platform CY2025
  • Qt 6.5 default and 5.15 separate download
  • Python 3.11 only

SideFX Labs

  • Dryad Project: advanced biome toolset now in beta
  • Built-in presets and test geometries for common tree and bush types
  • Intuitive and interactive viewport diagrams to help define biomes and plants
  • Enhanced climate-based vegetation growth with dual-layer collision resolution
  • Faster biome region processing from images, curves and height fields
  • Artist-friendly biome workflows with improved visualization and speed
  • Biome toolset integration with Solaris for Karma rendering
  • Biome setup recipe for easy quickstart
  • ZibraVDB integration for VDB compression, decompression, and game export
  • 2D shape generator with intuitive viewport handles
  • Hexagon grid generator for gamedev
  • Curve and vector attribute visualization
  • Updated 3rd party integrations: AliceVision, RizomUV, Exoside
  • Updated point cloud exporter and Unreal plugin designed to work with PCG
  • Easy round-tripping of splines with labelled data between Houdini and Unreal
  • Updated Unreal plugin with artist-friendly interface for VAT importing
  • Computer Vision toolset for labelling & rendering synthetic data for ML training
  • Perforce integration as an optional install

Vulkan Viewport

  • Production-ready with full OpenGL parity and more
  • Ray-traced ambient occlusion, geometry and area lights with denoising
  • Fast headlight modes: dome, three-point, physical sky
  • Instanced USD lights
  • OpenPBR shader support

Copernicus

  • Launch in Resource Gallery via Live Graphics (COP)
  • Import external images into the Resource Gallery
  • Render engine support for Resource Gallery
  • Enhanced volumetric controls in Resource Gallery
  • Image-based region growing support in COPs
  • Indexed layout from materials using attribute mapping
  • Production-ready for all uses except advanced compositing
  • Post image filtering and advanced slap-comp exposed in Solaris
  • Fast ray-traced geometry texture baker — see also Karma
  • Live USD rendering directly into COPs
  • Real-time capturing and processing of live video
  • Versatile 3D curve rasterization
  • VDB volume rasterization and integration along camera rays
  • Advanced noise types e.g. Chladni, Phasor, Bubble, Cloud 3D, Crystal
  • Enhancements to Worley Noise(3D) and Fractal Noise(3D)
  • Grunge patterns available in future production build
  • Tiled mosaics and Escher-style pattern generation with hyperbolic functions
  • Rich set of 2D operations e.g. Color Correct, Sharpen, Defocus, Wipe, ToneMap
  • Image deformation nodes e.g. Lattice, Bend, Corner Pin, Swirl
  • Layer sampling at quantized position for pixelation effect
  • 2D tiling support
  • Convolve 3×3 filter for edge detection, blurring, sharpening and more
  • Curvature computation for edge detection, similar to Derivative COP
  • Powerful and versatile shape scattering/stamping on curves and grids
  • Heat distortion and lens distortion nodes
  • Ability to generate mask from curves
  • Curve 3D node that operates both in 2D and 3D space
  • Conversion of depth layers to and from depth, distance and height space
  • Vector Transform 2D node to treat a layer’s UV values as XY location in space
  • Triplanar UV node to generate UV coordinates for XYZ projections
  • Triplanar hex-tiling to produce seamless textures over large image areas
  • Dedicated nodes to convert VDB volumes to image layers and back
  • Support for VDB inputs and outputs of float, integer and vector type
  • Position sampling to easily extract VDB slices or create image projections
  • Fetch node to bring the outputs of a remote COP into the current network
  • Powerful invoke capabilities via Invoke Geometry and SOP Invoke(Graph)
  • Ability to run python snippet on layers and geometry
  • Geometry spreadsheet support
  • Improved height field importing
  • Enhanced visualization of height layers
  • Shadow approximation based on any given height field
  • COP nodes as camera sources in SOPs
  • Support for the “3D Output” flag on all nodes
  • Convenient “Default Settings” window for COP-related settings
  • Ability to braid multiple layers into one “cable” for more efficient wiring
  • Full support for interactive handles and states in both COPs & SOPs
  • Ability to bind 2D and 3D handles to COP nodes
  • Improved performance for EXR files and faster OCIO conversion
  • Optimized OpenCL attribute transfers in compiled COP networks
  • Faster interoperability with Texture Mask Paint SOP
  • Procedural in-memory image caching for faster playback
  • Fixed point storage for layers that do not require higher precision
  • More comprehensive handling of UDIMs
  • Feedback looping simulation support via Block End COP
  • Live Simulation option for fast and unconstrained editing of sim behaviour
  • Reaction-Diffusion solver for biology and chemistry-inspired patterns
  • Native 2D “Flow” solver for real-time fluid simulations
  • New 3D sparse pyro solver for real-time fire and smoke, native to Copernicus and accessible elsewhere in Houdini

Post Author: Vu Pham