![]() So to use it on only one computer you can use only one license of houdini indie. They say the max engine is coming soon, but it’s out since a month! Houdini Engine Indie comes with its own Mantra token. Houdini Engine Indie is a standalone licence that can be used on another computer to either run the Houdini Engine inside other apps or run in batch mode to generate distributed renderings and simulations. Houdini Digital Assets can be accessed from the Orbolt Smart 3D Asset store or created in Houdini Indie for sharing with other artists. Your Houdini Indie license can be used to run Houdini Indie in batch mode or to load Houdini Digital Assets into other content creation apps such as Autodesk® Maya,® Cinema 4D, and 3DS Max®, or game editors such as Unity® and Unreal®. And once you are in 3ds max and render from there, you are using your 3ds max or vray license so you don’t have limitation from sidefx anymore…Īnd even if it becomes developped by sidefx and they charge 99$ a year for it, it will be less than having to buy let’s say rayfire (385$), fumefx (845$), phoenixfd (around 1000$), stoke(595$), frost(495$), bulletFx(260$), grow FX (325$), hairfarm (699$) etc etc all those price in USD and I’m in Canada with a down the drain canadian dollar, all plugins that I have already bought and that I just renew and upgraded! But I’m not sure the engine is ready to replace all of those plugins yet so I will keep updating them until I can replace them by the engine, but I will be testing this ASAP cause it is maybe the case… we will see… And maybe it will save my business cause all those plugin cause me headaches cause they don’t always work well together, all of them work with their own logic so they are time consuming to learn and they cost too much for me!Ībout licensing here is what they say on sidefx webstore: The one for 3ds max for now is developped by a third party who is not paid by anyone to do it so he just distribute it for free and obviously he didn’t spent time implementing a license system into it. I think Houdini engine for maya is different since it’s developped by SideFx. It seems to me that instead of buying so many expensive plugins for 3ds max, I can now just use houdini indie (for only 200$) and create plugins for max that I will load via houdini engine! That’s the best news of 2015 for me! Also i don’t feel like I need to learn the MCG anymore… I will instead learn Houdini more and more! You just have to find the right link on Git hub here it is (just clicjk on “latest binaires” to download it from dropbox and there is a document explaining how to install it): ![]() Before, to model such a volume I would have use Krakatoa with some Magma magic that I didn’t really understand that I just copied from bobo and the mesh it with frost and it was fast but with houdini engine the vdb are even faster and it’s easy to understand their logic!Īnd the best of all is that Houdini Engine for 3ds Max is totally free. I created a swiss cheese plugin using the vdb feature from Houdini, now inside of max. you expose the parameters that you choose and they appear in 3ds Max and you can tweak them and see the change in the viewport in real time. I didn’t find anything about that here or anywhere and I had a hard time finding where was the uinstaller and the doc but it’s finally here: Houdini engine for 3ds Max and yes you can really do stuff that only Houdini can do but inside of max.
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