Inbibo’s Adonis 2.1 splits the digital anatomy framework into AdonisFX and AdonisML, adding machine-learning deformation, SmartTissue dynamics, topology-independent anatomy transfer and cleaner solver output for Maya and Houdini.
For anyone tired of character setups held together by hope, version notes and one dangerous checkbox, Houdini 21 promises a paradigm shift. By decoupling mesh, rig logic, animation and execution through KineFX and APEX, SideFX is taking another run at the holy grail of procedural rigging. But can it deliver a fast and intuitive workflow?
2 hours and 18 minutes. That is almost exactly the runtime of the first Matrix film, and exactly the duration of the Houdini 22 release keynote. So yes, this promises a rather chunky package of new features and improvements.
PFTrack 26.05.19 adds Hero Cloud for single shot point clouds, plus COLMAP export to Postshot and better USD point cloud export. Try it, then trust it.
Los Angeles gets procedurally wrecked, Area 51 gets sand-blasted, and the Caswennan gets treated like a flying film set. We play 20 Questions with RISE.
New sessions span performance animation, AI workflow debates, and lens science, with cloud and software partners joining the mix. Just three weeks until FMX! Wuhu!
AdonisFX 2.0 is a big structural release: Houdini support arrives as SOP nodes, core solvers pick up anisotropy and triangle-level self-collisions, paint maps gain non-linear remaps, and the toolset gets a practical layer of “pipeline hygiene” improvements.
Modeler 26 for Houdini introduces a significantly expanded PolyPen, Bezier-based deformation, curve-driven boolean operations, viewport card drawing, and a new object layer system.
InstaMAT merges painting, materials, and mesh editing into one node-based tool that connects Substance-style workflows with procedural control. Sounds great, so we'll get our hands dirty and test it!
The session videos from Houdini Equinox 2025’s HIVE event are now live! Covering Houdini 21’s car-destruction RBD tools, CFX for creatures, ML workflows and major production case-studies.
Houdini 21 polishes the chaos: production-ready MPM, neural surfacing, smarter Pyro, and Vulkan viewport upgrades: all taste-tested for real-world use. (Part 1 of ???)
425 shots, one terrifying doll, and a CG mill town: Digital Domain’s Alex Millet explains how his team built the horror of The Conjuring: Last Rites and kept it real.
VFX Supervisor Michael Wortmann on how RiseFX built the fantasy of Momo: almost entirely on location, with 280 shots and the best turtle in the business.
Theory Accelerated has dropped Axiom 4, the GPU-driven Houdini solver for smoke and fire that promises fewer artifacts, more speed, and a UI that doesn’t feel like it was designed during a caffeine shortage.
TL;DR: Epic’s free “MetaHuman for Houdini” brings rigged, textured MetaHumans and procedural hair grooms into Houdini, with seamless Alembic export to Unreal Engine.
Hoplite VFX trades stormtrooper aim for clone trooper precision in Star Wars: The 212. Producer Maurine Fauvert reveals how a two-artist side project turned into a full-blown studio production, complete with Move AI mocap, Blender’s GPU power, and some very unlucky troopers.
SideFX publishes Project Skylark’s Houdini assets and eight snappy tutorials: procedural tools for clouds, bridges, bottles, and a healthy dose of fantasy architecture.
Fibric introduces a Houdini SOP-based toolset for procedural clothing creation using curves, featuring UV-ready, quad-based geometry and real-time rendering with Karma XPU.
With its latest release, Blackmagic Fusion is positioning itself more aggressively than ever as a powerful and cost-effective complete package for node-based compositing and motion graphics. We check whether Fusion 20 lives up to the high expectations.
Join our workshop and discover how to simulate marine snow and oceanic particles for VFX - Master underwater simulations, ocean effects, and particle-based systems. Perfect for VFX artists and anybody who tripped over the phrase "Ocean dandruff".
ZibraVDB compresses OpenVDB files up to 100x, enabling real-time volumetric effects in Unreal Engine and Houdini for virtual production and game development.