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		<title>Nature Generator update brings procedural nature to Blender</title>
		<link>https://digitalproduction.com/2026/04/09/nature-generator-update-brings-procedural-nature-to-blender/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Thu, 09 Apr 2026 05:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[AMD]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Cycles]]></category>
		<category><![CDATA[Eevee]]></category>
		<category><![CDATA[environment]]></category>
		<category><![CDATA[Generator]]></category>
		<category><![CDATA[GreasePencil]]></category>
		<category><![CDATA[Nature Generator]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Quixel]]></category>
		<category><![CDATA[Superhive]]></category>
		<category><![CDATA[Vegetation]]></category>
		<category><![CDATA[Vulkan]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=267503</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image_processing20250821-2-1522qg.jpg?fit=1200%2C600&quality=80&ssl=1" width="1200" height="600" title="" alt="A breathtaking view from within a cavern, showcasing a landscape of rolling hills and distant snow-capped mountains. Soft light pours in through the cave opening, illuminating a tranquil pool of water surrounded by smooth rocks and patches of vibrant green vegetation." /></div><div><p>Cinematic Cookie updates Nature Generator with new scatter, wind, trees, and presets, plus the same procedural rocks to rivers workflow.</p>
<p>The post <a href="https://digitalproduction.com/2026/04/09/nature-generator-update-brings-procedural-nature-to-blender/">Nature Generator update brings procedural nature to Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
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18:19:49&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:13965,&quot;href&quot;:&quot;https:\/\/superhivemarket.com\/products\/the-nature-generator?ref=586&amp;utm_source=chatgpt.com&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don&#8217;t know the tool: <a href="https://superhivemarket.com/products/the-nature-generator?ref=586" title="">Nature Generator</a> is a procedural asset library add-on that lives inside <a href="https://www.blender.org/" title="">Blender</a> via the Asset Browser and an N-panel, sold on <a href="https://superhivemarket.com/" title="">Superhive Market</a>, so you can kitbash nature without leaving your DCC.</em></p>



<h3 id="the-whole-point-is-staying-in-your-scene" class="wp-block-heading">The whole point is staying in your scene</h3>



<p class="wp-block-paragraph">Nature Generator builds natural assets directly inside <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a>. Rocks, terrains, plants, water, and other environment bits all come in as editable, generated assets rather than fixed meshes. You drag an asset into the scene, the side panel recognizes it, and the controls you need show up without a detour to another app. The comparison to <a href="https://quixel.com/megascans/?utm_source=chatgpt.com">Quixel Megascans</a> is obvious, being fully procedural and customizable. </p>



<p class="wp-block-paragraph">The minimum version requirement is Blender 4.1 or higher. Hardware requirements call for a modern GPU from <a href="https://www.nvidia.com/">NVIDIA</a>, <a href="https://www.amd.com/">AMD</a>, or <a href="https://www.apple.com/">Apple</a> Silicon. There is an optional texture options folder with 1K, 2K, and 4K texture resolutions. By default, the add-on uses low resolution preview textures, and the guidance recommends keeping the texture folder on a fast local SSD because it affects performance.</p>



<p class="wp-block-paragraph">Installation stays simple. You drag and drop the zip into Blender, click OK, and the library sets up inside the Asset Browser. The Nature Gen panel appears in the side panel and opens with the N key. From there, drag and drop assets into the scene and start tweaking.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
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<h3 id="geometry-controls-that-reward-restraint" class="wp-block-heading">Geometry controls that reward restraint</h3>



<p class="wp-block-paragraph">Every asset follows a similar structure: shader settings and geometry settings, with slightly unique controls per asset. Geometry includes a resolution section, and most assets support a low-poly option. Viewport and render resolution can be controlled separately, and resolution can be subdivided or voxelized depending on the asset.</p>



<p class="wp-block-paragraph">The documentation also includes the most honest feature statement possible: resolution can go infinitely high, and every asset can crash Blender if you push it too far. That makes the control powerful, but it also makes self-control part of the user interface.</p>



<p class="wp-block-paragraph">Base shapes come from primitive forms you can alter in edit mode. Some assets follow the structure of a mesh and react to topology. Some are planes. Some are driven by curves. Displacement settings include multiple texture and noise displacement controls, with patterns such as noise breakup, stratification lines, and crack patterns. Many categories expose basic settings and an advanced subcategory for deeper tuning.</p>



<p class="wp-block-paragraph">At around the moment you start dialing prcoedural detail like it is free, that crash warning stops reading like documentation and starts reading like prophecy.</p>



<p class="wp-block-paragraph">Custom shaping can use a gradient with its own displacement, falloff, location, and scale settings, with viewport gizmos available when the modifier is selected. Alternatively, a custom curve object can influence the terrain, with a radius setting and a distance based falloff where farther from the curve means weaker influence. A secondary custom shape can be added, such as one curve for valleys and another for mountains.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image_processing20250821-2-4e67ag.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  fetchpriority="high"  decoding="async"  width="1200"  height="600"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image_processing20250821-2-4e67ag.jpg?resize=1200%2C600&#038;quality=80&#038;ssl=1"  alt="A panoramic view of a vast, snow-covered landscape. Two large rock formations rise majestically against a backdrop of soft, fluffy clouds. The ground is scattered with rugged boulders, and a blanket of powdery snow covers the scene, reflecting a serene, icy blue hue under a clear sky."  class="wp-image-267509" ></a></figure>



<h3 id="scatter-was-rebuilt-to-be-more-direct" class="wp-block-heading">Scatter was rebuilt to be more direct</h3>



<p class="wp-block-paragraph">The latest update changes how the scattering system works. If you have an older version, the update workflow shown is to download the new version from <a href="https://blendermarket.com/">Blender Market</a> and drag and drop it into the scene so it overrides the old version.</p>



<p class="wp-block-paragraph">The new scatter setup aims to be simpler with fewer settings. The key change is the import flow. You import the specific assets you want to scatter, then assign them into the scatter collection. After importing, you can toggle an exclude option so the collection does not sit visibly in the scene, while still being used by the scattering system.</p>



<p class="wp-block-paragraph">Core scatter behavior remains familiar. You can adjust density, and you can still use slope based scattering, altitude based scattering, and noise based scattering. Scatter zones remain part of the tool, controlled by empties with viewport gizmos so you can define a local area for scattering.</p>



<p class="wp-block-paragraph">The update also introduces threshold softness controls across settings. The stated purpose is scaling down scattered assets toward the edges of masks. That creates a smoother falloff where a hard cutoff would look like a stamp.</p>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/screenshot-2025-08-21-120618-scaled.png?quality=72&#038;ssl=1"><img data-recalc-dims="1" height="639" width="1200"  decoding="async"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/screenshot-2025-08-21-120618.png?resize=1200%2C639&#038;quality=72&#038;ssl=1"  alt="A grid display of various textured 3D models arranged in a digital interface, featuring rocky terrains, ground textures, and natural formations. Each model is showcased with distinct colors, patterns, and details, highlighting their realistic and artistic design."  class="wp-image-267511" ></a></figure>



<h3 id="draw-where-the-scatter-goes" class="wp-block-heading">Draw where the scatter goes</h3>



<p class="wp-block-paragraph">A major addition in the update is a scatter curve or grease pencil option. You can assign a curve or a <a href="https://docs.blender.org/manual/en/latest/grease_pencil/index.html?utm_source=chatgpt.com">Grease Pencil</a> object and use it to decide where scattering appears and where it does not.</p>



<p class="wp-block-paragraph">The workflow shown is straightforward: create a blank Grease Pencil object, draw directly on the surface, then select that drawing as the scatter guide. The same idea works with a curve object. You get controls for draw radius and radius softness, and the falloff scales down scattered assets toward the edges. There is also a noise option to distort the shape and avoid a too clean, too perfect outline.</p>



<p class="wp-block-paragraph">Remove the draw object, and scattering returns to the default behavior. That makes the feature easy to test and easy to abandon if a shot changes direction.</p>



<h3 id="viewport-survival-mode-now-with-choices" class="wp-block-heading">Viewport survival mode, now with choices</h3>



<p class="wp-block-paragraph">Scatter can get heavy. The update adds a display mode control in the instance settings. You can display instances as originals, as boxes, or as wire box. Instance scale stays, but the update adds a secondary scale and a secondary scale probability. That lets a minority of instances become much larger than the rest, adding variation without requiring a second scatter layer. Rotation controls remain.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">There is also a new wind animation option for scattered assets. Wind time is a value you animate, with an example workflow of adding a driver expression using hashtag frame and optionally dividing to slow it down. The update explains why this stays manual: using a scene time node inside node trees made performance drop sharply, including an example of frame rate dropping to around seven. Removing the time node restored smooth playback. With many scattered objects each carrying the scatter system, the update keeps wind time explicit to protect performance.</p>



<h3 id="terrains-water-and-the-new-step-look" class="wp-block-heading">Terrains, water, and the new step look</h3>



<p class="wp-block-paragraph">Terrain and mountain assets use a separate X and Y resolution, because resolution on those axes influences the shape and form of erosion. Terrain maps include a random seed, and terrain can generate from noise or be influenced by a custom shape.</p>



<p class="wp-block-paragraph">Noise displacement includes control over influence on X, Y, and Z, plus a noise seed and standard noise settings. Texture displacement adds rock detail. Erosion settings apply erosion from a selected height, with placement, falloff, and an option that can add mountains and inverted valleys. Boundary falloff can flatten edges.</p>



<p class="wp-block-paragraph">Water effects add a cube with a procedural water shader. Controls include height and depth, and rivers can be created by combining a water effect value with custom curve shaping that pushes terrain down so water appears in selected areas. Water shader settings appear in the shader tab, including animated noise controls to create the illusion of moving water with separate speed controls on X and Y.</p>



<p class="wp-block-paragraph">The update adds terrain presets, including a forest preset and a canyon preset. The forest preset uses the scattering system, and trees can default to box display for performance on lower-end systems, with the option to switch back to originals. The update also adds a terrain steps feature on some presets, described as a stepping effect. Controls include the number of steps, detail, strength, and blur, with noise-based selection and influence. Terrain steps can be found in erosion settings, in noise settings, and when drawing along a custom curve.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image_processing20250821-2-jn9nuk.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1005"  height="1200"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/04/image_processing20250821-2-jn9nuk.png?resize=1005%2C1200&#038;quality=72&#038;ssl=1"  alt="A collage of various rock textures displayed in a grid format. Each texture varies in color and detail, showcasing formations like layered boulders, jagged cliffs, and cracked surfaces. The rocks have diverse hues of gray, brown, red, and white, emphasizing their unique characteristics."  class="wp-image-267512" ></a></figure>



<h3 id="trees-arrive-and-snow-gets-more-physical" class="wp-block-heading">Trees arrive, and snow gets more physical</h3>



<p class="wp-block-paragraph">The update adds tree assets. Tree shaders follow the same structure as flowers, including leaf color controls and translucency. Leaves can be pushed toward an autumn look by changing colors. There is also a setting for a leaf mask, and leaf shapes are generated procedurally, with controls for scale and mask threshold.</p>



<p class="wp-block-paragraph">Scatter categories shown include plants such as flowers, wheats, grass, ground cover, shrubs, plus rocks, snow, and trees. Scattered rocks are procedurally generated and have their own settings such as resolution, shape distortion, size ratio, and a seed.</p>



<p class="wp-block-paragraph">Snow scattering gets a notable twist. Importing a snow object can be recognized and turned into a volume style approach for creating snow on objects rather than only shader based snow. Snow settings sit in the geometry tab, including resolution and displacement settings. Particle detail adds small particles with alpha textures, intended to improve realism for close-ups. The tool also notes that foamy snow detail may require higher transparency bounces.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/7KlbvxGKGSk?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="materials-uniqueness-and-the-new-override-option" class="wp-block-heading">Materials, uniqueness, and the new override option</h3>



<p class="wp-block-paragraph">Materials are shared by default. The tool includes Make Material Unique to create a new copy of a material for the selected object, and Revert to return to defaults. The update also adds a use custom material feature for the new scatter effect. The workflow shown duplicates a material and assigns it as an override for the scattered assets, so you can make unique changes without affecting the original material used elsewhere.</p>



<p class="wp-block-paragraph">Scatter effects can stack, and the update shows renaming modifier labels to organize multiple scatter effects. This is the part where it starts feeling less like an asset pack and more like a small ecosystem.</p>



<h3 id="pricing-and-what-is-actually-specified" class="wp-block-heading">Pricing and what is actually specified</h3>



<p class="wp-block-paragraph">Pricing is specified on the product page. A Personal License costs $99. A Commercial License costs $169. A Studio License costs $259.</p>



<p class="wp-block-paragraph"><a href="https://superhivemarket.com/products/the-nature-generator?ref=586&amp;utm_source=chatgpt.com">https://superhivemarket.com/products/the-nature-generator?ref=586</a><br /></p><p>The post <a href="https://digitalproduction.com/2026/04/09/nature-generator-update-brings-procedural-nature-to-blender/">Nature Generator update brings procedural nature to Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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<post-id xmlns="com-wordpress:feed-additions:1">267503</post-id>	</item>
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		<title>UVPackmaster 4 unwraps a smarter way to pack</title>
		<link>https://digitalproduction.com/2026/01/23/uvpackmaster-4-unwraps-a-smarter-way-to-pack/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 23 Jan 2026 09:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[addon]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[CG Channel]]></category>
		<category><![CDATA[CUDA]]></category>
		<category><![CDATA[Dynamic Tiles]]></category>
		<category><![CDATA[glukoz]]></category>
		<category><![CDATA[packing]]></category>
		<category><![CDATA[texel]]></category>
		<category><![CDATA[texel density]]></category>
		<category><![CDATA[udim]]></category>
		<category><![CDATA[UV packing]]></category>
		<category><![CDATA[UVPackmaster]]></category>
		<category><![CDATA[Vulkan]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=247590</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/60_uvpm_screens_lock-overlapping-2160x1080-1.jpg?fit=1200%2C600&quality=80&ssl=1" width="1200" height="600" title="" alt="An instructional graphic showing UV mapping techniques. On the left, orange UV islands are displayed with annotations for auto-stacking. On the right, a circular UV island is placed on a textured background, emphasizing packing without splits." /></div><div><p>UVPackmaster 4 for Blender refactors its core, adds Dynamic Tiles, new texel density control, and better group layouts.</p>
<p>The post <a href="https://digitalproduction.com/2026/01/23/uvpackmaster-4-unwraps-a-smarter-way-to-pack/">UVPackmaster 4 unwraps a smarter way to pack</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2026/01/60_uvpm_screens_lock-overlapping-2160x1080-1.jpg?fit=1200%2C600&quality=80&ssl=1" width="1200" height="600" title="" alt="An instructional graphic showing UV mapping techniques. On the left, orange UV islands are displayed with annotations for auto-stacking. On the right, a circular UV island is placed on a textured background, emphasizing packing without splits." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:13068,&quot;href&quot;:&quot;https:\/\/superhivemarket.com\/products\/uvpackmaster&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20260108030109\/https:\/\/superhivemarket.com\/products\/uvpackmaster&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-23 09:01:44&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-01-26 10:13:44&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-01 07:03:59&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-06 07:47:53&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-12 18:49:20&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-02-19 15:07:44&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-02 11:46:45&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-07 11:07:57&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-22 11:58:17&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-03-31 13:14:41&quot;,&quot;http_code&quot;:403},{&quot;date&quot;:&quot;2026-04-05 04:58:34&quot;,&quot;http_code&quot;:403}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-05 04:58:34&quot;,&quot;http_code&quot;:403},&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em><strong>For those who don&#8217;t know the tool:</strong> <a href="https://superhivemarket.com/products/uvpackmaster" title="">UVPackmaster</a> by Łukasz Czyż (glukoz) is a GPU-accelerated UV packing plugin for <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a>. It automates the tedious job of fitting UV islands efficiently, using <a href="https://digitalproduction.com/tag/cuda/" title="CUDA">CUDA </a>or Vulkan acceleration, and is widely used in texturing workflows for VFX, games, and real-time assets.</em></p>



<figure class="wp-block-image is-resized"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/518780/image/4e00e92bee44430bde3cebbf85a21b4e.gif?w=1200&#038;ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/518780/image/4e00e92bee44430bde3cebbf85a21b4e.gif"  style="width:800px;height:auto" ></figure>



<h3 id="dynamic-tiles-dynamic-thinking" class="wp-block-heading">Dynamic tiles, dynamic thinking</h3>



<p class="wp-block-paragraph">The newly released <a href="https://superhivemarket.com/products/uvpackmaster" title="">UVPackmaster 4</a> marks a structural overhaul of the popular UV packing add-on. Developer Łukasz Czyż rebuilt the engine to allow features that the 3.x architecture could not support. The first visible result is Dynamic Tiles, a system that automatically calculates the number of UV tiles (UDIMs) needed during packing, rather than forcing users to assign them manually.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/550975/image/f93c4fe07c4fd2058d247db309e707fe.gif?w=1200&#038;ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/550975/image/f93c4fe07c4fd2058d247db309e707fe.gif" ></figure>



<h3 id="texel-density-tiers-for-texture-discipline" class="wp-block-heading">Texel density tiers for texture discipline</h3>



<p class="wp-block-paragraph">Another key addition is improved texel-density management. Users can now define per-island density before packing, and introduce texel-density tiers (groups of islands linked by shared scale rules). This enables consistent texture resolution across materials without iterative rescaling.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/580688/image/55cbcbff91732fce6a8cd7e2af123d96.gif?w=1200&#038;ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/580688/image/55cbcbff91732fce6a8cd7e2af123d96.gif" ></figure>



<h3 id="group-layout-for-atlas-workflows" class="wp-block-heading">Group layout for atlas workflows</h3>



<p class="wp-block-paragraph">A new Group Layout Mode enhances control over texture atlas creation. It lets users manage UV groups directly during packing, particularly useful for environment assets or game-ready atlases. Interface refinements also include the option to reposition UVPackmaster panels freely within Blender’s UI.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/253483/image/c537150998c1f35bf708b90903905317.jpg?w=1200&#038;quality=80&#038;ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/253483/image/c537150998c1f35bf708b90903905317.jpg" ></figure>



<h3 id="a-re-engineered-core" class="wp-block-heading">A re-engineered core</h3>



<p class="wp-block-paragraph">The 4.0 release refactors the underlying codebase for long-term extensibility. According to official statements, UVPackmaster 3 will continue to receive maintenance updates until at least 2027, but will not receive any new features. The redesigned engine introduces better multi-platform stability across Windows, Linux and macOS, including Apple Silicon.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  src="https://i0.wp.com/assets.superhivemarket.com/store/productimage/253474/image/679e6019e6f4bc89e76f4318f56b864c.jpg?w=1200&#038;quality=80&#038;ssl=1"  alt="https://assets.superhivemarket.com/store/productimage/253474/image/679e6019e6f4bc89e76f4318f56b864c.jpg" ></figure>



<h3 id="still-a-gpu-workhorse" class="wp-block-heading">Still a GPU workhorse</h3>



<p class="wp-block-paragraph">As before, <a href="https://superhivemarket.com/products/uvpackmaster" title="">UVPackmaster </a>can use either CUDA or Vulkan for acceleration, allowing both NVIDIA and AMD GPUs (and Macs) to benefit. The packer continues to support multi-threaded CPU fallback, UDIM workflows, per-group packing and heuristic search algorithms to improve UV fill efficiency.</p>



<h3 id="licensing-and-support" class="wp-block-heading">Licensing and support</h3>



<p class="wp-block-paragraph">UVPackmaster 4 is priced at US $53 for a single-user licence, with higher-tier studio options available. It supports Blender 2.83 and later on 64-bit systems. As always, we recommend testing new software releases in controlled conditions before full adoption of the pipeline.</p><p>The post <a href="https://digitalproduction.com/2026/01/23/uvpackmaster-4-unwraps-a-smarter-way-to-pack/">UVPackmaster 4 unwraps a smarter way to pack</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:title></media:title>
	<media:description type="html"><![CDATA[An instructional graphic showing UV mapping techniques. On the left, orange UV islands are displayed with annotations for auto-stacking. On the right, a circular UV island is placed on a textured background, emphasizing packing without splits.]]></media:description>
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<post-id xmlns="com-wordpress:feed-additions:1">247590</post-id>	</item>
		<item>
		<title>Quad Draw Comes to Blender</title>
		<link>https://digitalproduction.com/2025/12/19/quad-draw-comes-to-blender/</link>
		
		<dc:creator><![CDATA[Bela Beier]]></dc:creator>
		<pubDate>Fri, 19 Dec 2025 06:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[addon]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Dmitriy Ismailov]]></category>
		<category><![CDATA[IDA BEST RETOPO TOOLS]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[Quad Draw]]></category>
		<category><![CDATA[Retopology]]></category>
		<category><![CDATA[Vulkan]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=241508</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/j6cndhcwvea-00-26-51-6-ida-best-retopo-tools-%D0%A0%D0%B5%D0%BB%D0%B8%D0%B7-blender-45-%D0%B8-%D0%B2%D1%8B%D1%88%D0%B5-vulkan.png?fit=1200%2C503&quality=72&ssl=1" width="1200" height="503" title="" alt="A grayscale 3D model of a human face displayed on a computer screen, highlighting the eye area with a red and yellow selection. The software interface includes tools and menus on the left and right sides." /></div><div><p>New Vulkan-based retopology add-ons make Blender’s mesh work feel like Maya’s Quad Draw, fast, intuitive, and production-ready.</p>
<p>The post <a href="https://digitalproduction.com/2025/12/19/quad-draw-comes-to-blender/">Quad Draw Comes to Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/12/j6cndhcwvea-00-26-51-6-ida-best-retopo-tools-%D0%A0%D0%B5%D0%BB%D0%B8%D0%B7-blender-45-%D0%B8-%D0%B2%D1%8B%D1%88%D0%B5-vulkan.png?fit=1200%2C503&quality=72&ssl=1" width="1200" height="503" title="" alt="A grayscale 3D model of a human face displayed on a computer screen, highlighting the eye area with a red and yellow selection. The software interface includes tools and menus on the left and right sides." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:5,&quot;href&quot;:&quot;https:\/\/7403897089329.gumroad.com\/l\/lrjnlk&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251227114608\/https:\/\/7403897089329.gumroad.com\/l\/lrjnlk&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 14:20:27&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-02 06:16:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-07 06:23:55&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-11 21:49:42&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-15 12:09:05&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-20 15:35:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-24 14:26:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-27 15:29:45&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-01 01:08:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-07 20:49:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-12 20:01:37&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-19 17:33:25&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-22 17:47:09&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-26 08:42:39&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-02 08:10:58&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-06 08:09:16&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-09 14:27:50&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-12 16:45:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-16 19:48:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-25 23:13:01&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-31 10:13:14&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-04 13:23:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-09 15:16:59&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-12 18:48:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-16 07:21:57&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 10:18:16&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-20 10:18:16&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:6,&quot;href&quot;:&quot;https:\/\/www.youtube.com\/@%D0%94%D0%BC%D0%B8%D1%82%D1%80%D0%B8%D0%B9%D0%98%D1%81%D0%BC%D0%B0%D0%B8%D0%BB%D0%BE%D0%B2-%D1%8B9%D0%B1&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251227114609\/https:\/\/www.youtube.com\/@%D0%94%D0%BC%D0%B8%D1%82%D1%80%D0%B8%D0%B9%D0%98%D1%81%D0%BC%D0%B0%D0%B8%D0%BB%D0%BE%D0%B2-%D1%8B9%D0%B1&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><em>For those who don’t know the tool: <a href="https://7403897089329.gumroad.com/l/lrjnlk" title="">IDA BEST RETOPO TOOLS</a> by <a href="https://www.youtube.com/@%D0%94%D0%BC%D0%B8%D1%82%D1%80%D0%B8%D0%B9%D0%98%D1%81%D0%BC%D0%B0%D0%B8%D0%BB%D0%BE%D0%B2-%D1%8B9%D0%B1" title="">Dmitriy Ismailov</a> is a collection of Python-based add-ons for <a href="https://digitalproduction.com/tag/blender/" title="Blender">Blender</a> 4.5 and higher. Built around the Vulkan branch of Blender, these tools provide fast, modular retopology functions inspired by <a href="https://digitalproduction.com/tag/maya/" title="Maya">Maya</a>’s Quad Draw system. If your daily routine involves cleaning up dense <a href="https://digitalproduction.com/tag/zbrush/" title="ZBrush">ZBrush </a>or <a href="https://digitalproduction.com/tag/photogrammetry/" title="photogrammetry">photogrammetry </a>meshes, these scripts might fit neatly between standard Blender tools and full-blown commercial retopo suites like RetopoFlow or TopoGun.</em></p>



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<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/j6cnDhCWveA?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
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<h3 id="the-news-vulkan-retopo-the-diy-way" class="wp-block-heading">The News: Vulkan Retopo, the DIY Way</h3>



<p class="wp-block-paragraph">Ismailov’s toolset, IDA BEST RETOPO TOOLS, is a hand-built collection of modular Python add-ons that rethink Blender’s retopology workflow. The author’s motivation was simple: most existing Blender retopo add-ons rely on legacy Python operators originally derived from early tools such as PolyQuilt. While functional, these older scripts become memory-heavy when dealing with multi-million-poly meshes.</p>



<p class="wp-block-paragraph">The new suite instead uses Blender’s Vulkan rendering backend, introduced experimentally in Blender 4.5, to speed up viewport updates and reduce lag when editing complex models. Each function is distributed as a separate <code>.py</code> add-on rather than a monolithic package, allowing artists to install only the tools they need.</p>



<h3 id="modular-and-explicit-installation" class="wp-block-heading">Modular and Explicit Installation</h3>



<p class="wp-block-paragraph">Every Python file in the pack acts as an independent add-on. Users must install them one by one via <em>Install from Disk</em> rather than adding a full folder. After installation, the tools appear in Blender’s N-panel. This modularity allows per-tool debugging and selective updates, at the cost of some setup time.</p>



<h3 id="the-core-quad-based-interaction" class="wp-block-heading">The Core: Quad-Based Interaction</h3>



<p class="wp-block-paragraph">The heart of the toolkit is a Quad Brush system designed to emulate Maya’s <em>Quad Draw</em> behaviour. With hotkeys such as Ctrl, Shift, and mouse drags, users can place vertices, generate quads, or extrude retopology strokes directly on high-poly geometry. The operator runs in modal mode, reacting to viewport input until manually switched off. Performance considerations are explicitly addressed: undo operations can be unstable when combining reverse and smooth functions, and the author warns users not to press <em>Ctrl Z</em> during some modal interactions. These caveats underline the project’s <em>in-progress</em> nature and its focus on function over polish.</p>



<h3 id="visual-feedback-and-vulkan-specific-display" class="wp-block-heading">Visual Feedback and Vulkan-Specific Display</h3>



<p class="wp-block-paragraph">The set includes a visual overlay module for highlighting non-manifold geometry and isolated vertices, updating in real time with camera movement. The overlay only works in Vulkan builds and disables itself automatically when switching tools to avoid frame rate drops on heavy meshes. This approach mirrors professional viewport isolation found in Maya or Modo, though it still lacks per-object wireframe isolation. The author notes plans to refine this behaviour later.</p>



<h3 id="geometry-creation-and-snapping" class="wp-block-heading">Geometry Creation and Snapping</h3>



<p class="wp-block-paragraph">One of the notable features is dynamic snapping to face normals. The <em>Project Along</em> operator reprojects newly created quads onto underlying high-poly geometry, fixing floating polygons common in manual retopo. The process can be triggered manually or bound to custom hotkeys using the PAMenu Editor, a fork of Blender’s abandoned Pie Menu Editor project now maintained by the community.</p>



<h3 id="additional-operators-and-controls" class="wp-block-heading">Additional Operators and Controls</h3>



<p class="wp-block-paragraph">All parameters, including vertex display thickness and overlay colours, can be modified in the N-panel. Several secondary tools extend the base functionality:</p>



<p class="wp-block-paragraph">The <strong>Selection Circle</strong> generates loops or cuts across multiple separate objects, aiding hard-surface retopology such as armour pieces or layered clothing.<br /><strong>Smooth Iteration</strong> acts as an incremental vertex smoother applied via hotkey <em>S</em>.<br /><strong>Cylinder and Stroke Tools</strong> create curved or circular retopo patches with adjustable density using mouse scroll input.<br />The <strong>Flip Normals Script</strong> fixes inverted faces, particularly common in imported high-poly ZBrush meshes.</p>



<p class="wp-block-paragraph"></p>



<h3 id="practical-notes-and-warnings" class="wp-block-heading">Practical Notes and Warnings</h3>



<p class="wp-block-paragraph">The developer stresses that these tools are designed exclusively for Blender 4.5+ Vulkan builds. Functionality may partially work in earlier versions, but the visualisation layer will not. Users are encouraged to assign custom hotkyes via PAMenu Editor or Blender’s Keymap Preferences for efficient access. Undo behaviour remains limited in modal tools, and certain combinations (Reverse + Smooth) can trigger state loss. The author calls these &#8220;known quirks&#8221; of the early build.</p>



<h3 id="a-maya-style-workflow-inside-blender" class="wp-block-heading">A Maya-Style Workflow Inside Blender</h3>



<p class="wp-block-paragraph">Functionally, the set delivers a familiar workflow to artists used to Maya’s Quad Draw: click to place vertices, drag to fill quads, Shift to smooth, W to toggle wireframes, and F to flip normals. The result is a more tactile retopology experience than standard Blender’s tools, which still rely on traditional transform operators.</p>



<p class="wp-block-paragraph">While not as integrated as dedicated commercial solutions, IDA BEST RETOPO TOOLS brings much of the same speed and clarity to Blender’s open ecosystem.</p>



<h3 id="development-outlook" class="wp-block-heading">Development Outlook</h3>



<p class="wp-block-paragraph">Ismailov notes that future versions will expand with features akin to <em>Petiq</em>, a now-abandoned Blender retopology tool. The project’s direction remains open and community-driven, with feedback encouraged via Gumroad comments. Given that these tools touch low-level input and viewport operations, users are advised to test them on non-production builds first. Stability, especially under Vulkan, may vary between Blender nightly versions.</p>



<h3 id="bottom-line" class="wp-block-heading">Bottom Line</h3>



<p class="wp-block-paragraph">IDA BEST RETOPO TOOLS is not a polished consumer product but a working production hack, a coder-artist’s attempt to make Blender’s retopology as immediate and predictable as Maya’s. For retoop specialists handling multi-million-poly meshes, it is a surprisingly competent and fast addition to the toolkit, as long as you are comfortable installing Python scripts manually and living with occasional visual oddities. Always test such innovations thoroughly before relying on them in live production.</p><p>The post <a href="https://digitalproduction.com/2025/12/19/quad-draw-comes-to-blender/">Quad Draw Comes to Blender</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/qualityjellyfish45275761d0/">Bela Beier</a>. </p></div>]]></content:encoded>
					
		
		
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	<media:title></media:title>
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<post-id xmlns="com-wordpress:feed-additions:1">241508</post-id>	</item>
		<item>
		<title>Ribbon Rules: Substance Painter 11.1 goes Vulkan</title>
		<link>https://digitalproduction.com/2025/11/20/ribbon-rules-substance-painter-11-1-goes-vulkan/</link>
		
		<dc:creator><![CDATA[Mike Kuhn]]></dc:creator>
		<pubDate>Thu, 20 Nov 2025 08:00:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D painting]]></category>
		<category><![CDATA[Adobe Substance update]]></category>
		<category><![CDATA[displacement physical size]]></category>
		<category><![CDATA[Realtime]]></category>
		<category><![CDATA[Ribbon path tool]]></category>
		<category><![CDATA[Substance]]></category>
		<category><![CDATA[Substance 3D Painter 11.1]]></category>
		<category><![CDATA[symmetry fill layers]]></category>
		<category><![CDATA[Texture]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[Vulkan]]></category>
		<guid isPermaLink="false">https://digitalproduction.com/?p=227549</guid>

					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_ribbon.webp?fit=650%2C300&quality=72&ssl=1" width="650" height="300" title="" alt="A close-up of an ornate wooden treasure chest featuring intricate blue patterns and golden vines. Overlaying the chest is a winding path marked with checkered flags and a colored line, suggesting a racing theme." /></div><div><p>11.1 trades OpenGL for Vulkan and adds a precise Ribbon tool, symmetry for fill layers, physical-size displacement, and 75 new presets.</p>
<p>The post <a href="https://digitalproduction.com/2025/11/20/ribbon-rules-substance-painter-11-1-goes-vulkan/">Ribbon Rules: Substance Painter 11.1 goes Vulkan</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/mikekuhn/">Mike Kuhn</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_ribbon.webp?fit=650%2C300&quality=72&ssl=1" width="650" height="300" title="" alt="A close-up of an ornate wooden treasure chest featuring intricate blue patterns and golden vines. Overlaying the chest is a winding path marked with checkered flags and a colored line, suggesting a racing theme." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:219,&quot;href&quot;:&quot;https:\/\/www.adobe.com\/products\/substance3d-painter.html&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20240401210151\/https:\/\/www.adobe.com\/products\/substance3d-painter.html&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 12:58:29&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2025-12-31 01:47:03&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-06 22:29:48&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-11 15:46:41&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-14 20:56:45&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-20 17:57:26&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-26 03:16:30&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-01-29 20:36:58&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-06 07:09:06&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-09 09:38:13&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-12 11:10:03&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-20 10:47:50&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-02-24 10:58:04&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-04 16:17:51&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-10 10:52:14&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-13 16:52:03&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-16 17:41:40&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-20 04:51:38&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-23 23:51:12&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-27 04:00:43&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-03-30 14:38:12&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-04 12:44:51&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-13 07:29:24&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-17 19:30:47&quot;,&quot;http_code&quot;:503},{&quot;date&quot;:&quot;2026-04-23 12:01:07&quot;,&quot;http_code&quot;:503}],&quot;broken&quot;:true,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-23 12:01:07&quot;,&quot;http_code&quot;:503},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:220,&quot;href&quot;:&quot;https:\/\/helpx.adobe.com\/substance-3d-painter\/release-notes\/version-11-1.html&quot;,&quot;archived_href&quot;:&quot;&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[],&quot;broken&quot;:false,&quot;last_checked&quot;:null,&quot;process&quot;:&quot;done&quot;}]'></div>
<p class="wp-block-paragraph"><a href="https://www.adobe.com/products/substance3d-painter.html">Substance Painter 11.1</a>, <a href="https://helpx.adobe.com/substance-3d-painter/release-notes/version-11-1.html" title="">released on 18 November 2025</a>, marks a technical milestone: the long-expected switch from OpenGL to Vulkan on Windows and Linux. The change brings the viewport renderer, texture computations, and baking to Vulkan, aligning all platforms with the Metal backend introduced earlier on macOS.</p>



<p class="wp-block-paragraph">According to Adobe, Vulkan should improve viewport performance and shorten baking times. GPU raytracing now uses Vulkan-based compute, replacing both OptiX and DXR. This unifies GPU-based baking across AMD, NVIDIA, and Linux systems. However, users should verify GPU compatibility, as the new API may change hardware support requirements.</p>


<div class="wp-block-image">
<figure class="alignleft"><img data-recalc-dims="1"  decoding="async"  width="450"  height="501"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/ribbon_robot_1.jpg?resize=450%2C501&#038;quality=80&#038;ssl=1"  alt="https://helpx-prod.scene7.com/is/image/HelpxProd/ribbon_robot_1?$pjpeg$&amp;jpegSize=100&amp;wid=450"  class="wp-image-227587" ></figure>
</div>


<h3 id="new-ribbon-path-tool" class="wp-block-heading">New Ribbon path tool</h3>



<p class="wp-block-paragraph">The central addition in Substance Painter 11.1 is the Ribbon tool, a new member of the path tool family. It repeats or stretches a texture seamlessly along any 3D surface, with precise control over start and end segments and options for sharp or curved corners. The Ribbon can lay down clean gradients, trim details, or even deform text along a path, useful for stitching, labeling, or placing ornaments around complex geometry. Adobe describes it as a “cleaner tool for more precise drawing with paths.”</p>



<p class="wp-block-paragraph">Ribbon paths are compatible with symmetry, dynamic strokes, and come with blending modes for overlapping alpha, height, and normal channels. Artists can adjust size and opacity per vertex, decoupled from stylus pressure, giving finer control over variation along a stroke. Two new presets, Custom Ribbon Grayscale and Custom Ribbon Material, are provided to demonstrate advanced uses, such as multi-channel path strokes with dynamic ends and corners.</p>



<figure class="wp-block-image is-resized"><img data-recalc-dims="1"  decoding="async"  width="650"  height="300"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_content.jpg?resize=650%2C300&#038;quality=80&#038;ssl=1"  alt="https://helpx-prod.scene7.com/is/image/HelpxProd/banner_content?$pjpeg$&amp;jpegSize=200&amp;wid=650"  class="wp-image-227590"  style="width:794px;height:auto" ></figure>



<h3 id="75-new-presets-and-categories" class="wp-block-heading">75 new presets and categories</h3>



<p class="wp-block-paragraph">Painter 11.1 adds 75 new Ribbon presets, grouped into new categories accessible from shortcut buttons in the Properties window. These include:</p>



<ul class="wp-block-list">
<li><strong>Apparel</strong>: stitches, zippers, and fabric tears</li>



<li><strong>Basic</strong>: lines, gradients, and dynamic custom ribbons</li>



<li><strong>Grunge</strong>: surface cracks</li>



<li><strong>Hard Surface</strong>: panels, grips, welds, and mechanical seams</li>



<li><strong>Organic</strong>: bandages and wrappings</li>



<li><strong>Paint</strong>: brush-based gradients</li>



<li><strong>Text</strong>: text-along-path templates</li>
</ul>



<p class="wp-block-paragraph">Typing “ribbon”, “paint”, or “path” in the Assets window filters the relevant content. Switching presets no longer deselects the active path, streamlining iteration.</p>


<div class="wp-block-image">
<figure class="alignleft is-resized"><img data-recalc-dims="1"  decoding="async"  width="426"  height="400"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/ribbon_gradient_symmetry.webp?resize=426%2C400&#038;quality=72&#038;ssl=1"  alt="https://helpx-prod.scene7.com/is/image/HelpxProd/ribbon_gradient_symmetry?$pjpeg$&amp;jpegSize=100&amp;wid=426"  class="wp-image-227588"  style="width:279px;height:auto"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/ribbon_gradient_symmetry.webp?w=426&amp;quality=72&amp;ssl=1 426w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/ribbon_gradient_symmetry.webp?resize=380%2C357&amp;quality=72&amp;ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/ribbon_gradient_symmetry.webp?resize=80%2C75&amp;quality=72&amp;ssl=1 80w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/ribbon_gradient_symmetry.webp?resize=48%2C45&amp;quality=72&amp;ssl=1 48w" ></figure>
</div>


<h3 id="symmetry-for-fill-layers-and-effects" class="wp-block-heading">Symmetry for fill layers and effects</h3>



<p class="wp-block-paragraph">Symmetry now applies to fill layers and fill effects using 3D projection. Both mirror and radial symmetry are supported, activated via the contextual toolbar or the Properties window. Fill layers gain a new flip input resource option to mirror text or logos while keeping them legible on both sides. The symmetry UI has been reworked with dedicated sliders for each axis and a smaller radial display.</p>



<h3 id="physical-displacement-size" class="wp-block-heading">Physical displacement size</h3>



<p class="wp-block-paragraph">Displacement in Painter can now be defined using real-world units. Users can choose between <em>Normalised</em>, <em>Scene-based</em>, or <em>Physical size (cm)</em> units. This makes it easier to align displaced geometry across DCCs or game engines that expect physically accurate height values.</p>



<figure class="wp-block-image is-resized"><img data-recalc-dims="1"  decoding="async"  width="650"  height="300"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_displacement.webp?resize=650%2C300&#038;quality=72&#038;ssl=1"  alt="https://helpx-prod.scene7.com/is/image/HelpxProd/banner_displacement?$pjpeg$&amp;jpegSize=200&amp;wid=650"  class="wp-image-227589"  style="width:794px;height:auto"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_displacement.webp?w=650&amp;quality=72&amp;ssl=1 650w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_displacement.webp?resize=380%2C175&amp;quality=72&amp;ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_displacement.webp?resize=550%2C254&amp;quality=72&amp;ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_displacement.webp?resize=80%2C37&amp;quality=72&amp;ssl=1 80w" ></figure>



<h3 id="vulkan-raytracing-and-performance-updates" class="wp-block-heading">Vulkan raytracing and performance updates</h3>



<p class="wp-block-paragraph">Beyond rendering, the Vulkan backend modernises Substance Painter 11.1’s baking system. Raytracing via Vulkan replaces previous DXR/OptiX-based implementations, bringing GPU baking to AMD GPUs and Linux systems for the first time. <a href="https://digitalproduction.com/tag/adobe/" title="Adobe">Adobe </a>notes faster render times, particularly at high resolutions. Performance has also improved when working with very large or elongated triangles, resolving earlier issues with low-poly meshes used for tiling texture creation. Shader compilation is faster, and the default brush shape has been updated for better roundness and hardness behaviour.</p>



<figure class="wp-block-image"><img data-recalc-dims="1"  decoding="async"  width="650"  height="300"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_vulkan.webp?resize=650%2C300&#038;quality=72&#038;ssl=1"  alt="https://helpx-prod.scene7.com/is/image/HelpxProd/banner_vulkan?$pjpeg$&amp;jpegSize=200&amp;wid=650"  class="wp-image-227591"  srcset="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_vulkan.webp?w=650&amp;quality=72&amp;ssl=1 650w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_vulkan.webp?resize=380%2C175&amp;quality=72&amp;ssl=1 380w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_vulkan.webp?resize=550%2C254&amp;quality=72&amp;ssl=1 550w, https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/banner_vulkan.webp?resize=80%2C37&amp;quality=72&amp;ssl=1 80w" ></figure>



<h3 id="smaller-but-useful-updates" class="wp-block-heading">Smaller but useful updates</h3>



<p class="wp-block-paragraph">Substance resources in tools and fills now include a Resolution Override group. This allows changing the generation resolution (Auto, Texture Set, or Custom) with an optional scaling factor—useful for optimising quality or performance. The Substance Engine has been updated to version 9.2.5, and export presets now correctly handle grayscale mesh maps.</p>



<h3 id="fixes-and-known-issues" class="wp-block-heading">Fixes and known issues</h3>



<p class="wp-block-paragraph">Crashes during project loading and path snapping have been addressed, along with several interface glitches in the Path panel and tool properties. However, Adobe lists known issues with the new Ribbon system, including UV tile performance drops, tangent loops at corners, and instability with very long text paths. HDR colour conversion under ACES on Linux still clamps values, and the right-click menu remains undersized on HD displays.</p>



<h3 id="practical-note" class="wp-block-heading">Practical note</h3>



<p class="wp-block-paragraph">As always, production artists should <strong>test the Vulkan backend</strong> and new path workflows in controlled environments before using them in active projects. Hardware behaviour, especially for GPU-based raytracing, may vary depending on drivers and GPU vendor support.</p>



<h3 id="summary" class="wp-block-heading">Summary</h3>



<p class="wp-block-paragraph">Painter 11.1 is less a feature flourish than a structural overhaul. Vulkan unifies the graphics layer across all platforms, the Ribbon tool introduces precision path workflows, and displacement gains measurable units.<br />Together, these mark a shift toward more predictable, platform-agnostic performance in Adobe’s texturing flagship.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/11/20/ribbon-rules-substance-painter-11-1-goes-vulkan/">Ribbon Rules: Substance Painter 11.1 goes Vulkan</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/mikekuhn/">Mike Kuhn</a>. </p></div>]]></content:encoded>
					
		
		
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		<title>Houdini 21: Like good wine (Part1,  VFX &#038; Geo)</title>
		<link>https://digitalproduction.com/2025/11/17/houdini-21-like-good-wine-part1-vfx-geo/</link>
		
		<dc:creator><![CDATA[Manuel Kotulla]]></dc:creator>
		<pubDate>Mon, 17 Nov 2025 06:00:00 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[topnews]]></category>
		<category><![CDATA[3D modeling software]]></category>
		<category><![CDATA[ambient occlusion]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Copernicus]]></category>
		<category><![CDATA[dynamics]]></category>
		<category><![CDATA[Fusion]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[Houdini]]></category>
		<category><![CDATA[ICE.ART]]></category>
		<category><![CDATA[Machine Learning]]></category>
		<category><![CDATA[meshing]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[MPM Solver]]></category>
		<category><![CDATA[particle simulation]]></category>
		<category><![CDATA[Procedural Modelling]]></category>
		<category><![CDATA[SideFX]]></category>
		<category><![CDATA[Simulation]]></category>
		<category><![CDATA[solaris]]></category>
		<category><![CDATA[USD]]></category>
		<category><![CDATA[VFX]]></category>
		<category><![CDATA[volumetric]]></category>
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					<description><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/mpm_intro.png?fit=1200%2C615&quality=72&ssl=1" width="1200" height="615" title="" alt="A clear glass cup with whipped coffee being poured into it, showcasing layers of creamy foam and brown coffee. The cup is surrounded by scattered coffee beans and a silver frother on a dark surface." /></div><div><p>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 ???)</p>
<p>The post <a href="https://digitalproduction.com/2025/11/17/houdini-21-like-good-wine-part1-vfx-geo/">Houdini 21: Like good wine (Part1,  VFX & Geo)</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></description>
										<content:encoded><![CDATA[<div style="margin: 5px 5% 10px 5%;"><img src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/mpm_intro.png?fit=1200%2C615&quality=72&ssl=1" width="1200" height="615" title="" alt="A clear glass cup with whipped coffee being poured into it, showcasing layers of creamy foam and brown coffee. The cup is surrounded by scattered coffee beans and a silver frother on a dark surface." /></div><div><div class='__iawmlf-post-loop-links' style='display:none;' data-iawmlf-post-links='[{&quot;id&quot;:236,&quot;href&quot;:&quot;https:\/\/www.sidefx.com\/tutorials\/how-to-create-thruster-fx&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251227131028\/https:\/\/www.sidefx.com\/tutorials\/how-to-create-thruster-fx\/&quot;,&quot;redirect_href&quot;:&quot;https:\/\/www.sidefx.com\/tutorials\/how-to-create-thruster-fx\/&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2026-01-06 10:39:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-21 21:37:33&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-25 19:57:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-01 17:35:04&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-05 13:39:15&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-10 20:30:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-04 03:56:52&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-17 13:31:19&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 21:49:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-08 12:18:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-13 20:45:31&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 01:40:18&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-20 01:40:18&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;},{&quot;id&quot;:237,&quot;href&quot;:&quot;https:\/\/www.sidefx.com\/contentlibrary\/carbd-dual-car-collision&quot;,&quot;archived_href&quot;:&quot;http:\/\/web-wp.archive.org\/web\/20251119201225\/https:\/\/www.sidefx.com\/contentlibrary\/carbd-dual-car-collision\/&quot;,&quot;redirect_href&quot;:&quot;&quot;,&quot;checks&quot;:[{&quot;date&quot;:&quot;2025-12-27 13:09:02&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-06 10:39:56&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-21 21:37:36&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-01-25 19:58:07&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-01 17:35:08&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-05 13:39:18&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-02-10 20:30:53&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-04 03:57:24&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-17 13:31:21&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-03-30 21:49:48&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-08 12:18:03&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-17 00:04:54&quot;,&quot;http_code&quot;:200},{&quot;date&quot;:&quot;2026-04-20 07:10:59&quot;,&quot;http_code&quot;:200}],&quot;broken&quot;:false,&quot;last_checked&quot;:{&quot;date&quot;:&quot;2026-04-20 07:10:59&quot;,&quot;http_code&quot;:200},&quot;process&quot;:&quot;done&quot;}]'></div>
<h3 id="a-tasting-of-the-dynamics-and-geometrys-side-of-effects" class="wp-block-heading"><strong>A tasting of the dynamics and geometrys side (of) effects</strong></h3>



<p class="wp-block-paragraph">This release is not about the number of features, but about finishing what was started, achieving true production readiness, robustness, performance, and ease of use. It’s a version focused on quality of life. Feature sets like MPM simulations and Karma have matured like a good wine. The machine learning tools respect the artist’s skill set and have left their state of play are actual usefull in production.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-8.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="614"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-8.png?resize=1200%2C614&#038;quality=72&#038;ssl=1"  alt="A graphic titled &#039;R&amp;D Priorities&#039; featuring the logo of Houdini at the center. Below the logo are two gray boxes labeled &#039;Strengthen Core Technologies&#039; and &#039;Enhance User Experience&#039;, with an orange button at the bottom stating &#039;KEEP IT ALL PROCEDURAL&#039;. The background is black."  class="wp-image-224976" ></a><figcaption class="wp-element-caption">SideFX&#8217;s R&amp;D priorities presented at Equinox Hive Keynote</figcaption></figure>



<p class="wp-block-paragraph">Even though SideFX remains modest in its official statements, Houdini 21 is a massive release. For the feature-hungry among us, the highlights include a fully matured APEX; a refined and clever animation and rigging framework; a simulating Copernicus (think <em>Substance on Dope</em>), and in the VFX realm, the production-ready MPM Solver. On top of that, we’re seeing machine learning tools popping up in all the right places (AI for people who don’t expect a Pixar film from a single click), faster and expanded rendering with Karma, and a healthy dose of quality-of-life improvements.</p>



<p class="wp-block-paragraph">Since our editorial cat can only count to 300, we can’t tell you the exact number of new or improved features,  but we’re impressed nonetheless. And soon, you will be too. To avoid overwhelming both writer and reader, we’re breaking this article into a mini-series. We’ll start with VFX &amp; Geometry, followed by Solaris &amp; Karma, Copernicus &amp; Terrain, and the massive Animation &amp; Rigging tools.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="615"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_intro.png?resize=1200%2C615&#038;quality=72&#038;ssl=1"  alt="A clear glass cup filled with layers of frothy coffee and cream on a dark background. Coffee beans and sugar crystals are scattered on the surface around the cup, enhancing the rich café ambiance."  class="wp-image-213821" ><figcaption class="wp-element-caption">The beaut of MPM. Art by Peter Sanitra</figcaption></figure>



<h3 id="mpm" class="wp-block-heading">MPM</h3>



<p class="wp-block-paragraph">One of the most exciting additions in H20.5 was without question the MPM Solver. The <strong>M</strong>aterial<strong>P</strong>oint<strong>M</strong>ethod truly allows you to simulate a wide range of different materials. From water, snow, and sand to honey, metal, and concrete, all within a single Solver setup. The geometry is simply substituted by points or particles, which are then simulated. The different materials interact physically accurate and constraint-free, purely based on their assigned parameters.</p>



<p class="wp-block-paragraph">The initial release was already impressive, but it left users standing somewhat in the simulated rain when asking: <em>“How do I get a proper mesh with UVs?”</em>  That exact issue has now been beautifully solved in H21. Any MPM simulation, whether rigid body or fluid, can now be meshed (as polygons or SDF volumes), including UVs, color, and other attributes, using no more than two nodes. </p>



<p class="wp-block-paragraph">A nice and usefull addition to this workflow is the MPM Debris node, which generates new points along fracture lines as sources for smoke, dirt, or secondary debris effects. So let’s take a look at meshing hard and fluid or granular surfaces across a few setups and scenarios and wrap things up with a creamed cookies drink while watching the official and very excellent MPM demo.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="492"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="213874"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_1-1.png?resize=1200%2C492&#038;quality=72&#038;ssl=1"  alt="A 3D modeling interface showcasing a geometric scene with a sphere above a red wireframe box. On the right, a control panel is open displaying attributes related to the geometry, including a node network for adjustments."  class="wp-image-213874" ><figcaption class="wp-element-caption">MPM Configure comes with everything you need for a happy little MPM simulation.</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="471"  data-id="213875"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_2.png?resize=1200%2C471&#038;quality=72&#038;ssl=1"  alt="A 3D modeling interface displaying a wireframe vase surrounded by red highlighted objects on a grid background. The right panel features nodes for material and geometry settings in a software environment."  class="wp-image-213875" ><figcaption class="wp-element-caption">Replacing the default collider and source with our own models</figcaption></figure>
</figure>



<h3 id="surfacing-mpm-simulations" class="wp-block-heading">Surfacing MPM Simulations</h3>



<p class="wp-block-paragraph">Testing time! For this test setup, we’ll have a clay ball smash into a vase model, paying close attention to UV transfer and the generation of smaller fragments through the Debris Source. The easiest way to start an MPM simulation is by typing “MPM Configure” into the node search. This gives you a complete set of starter nodes right away. (Under <em>MPM Configure</em>, you’ll also find plenty of additional example setups for study or creative repurposing.) By the way, the MPM container on the far right controls the overall resolution of the entire simulation.</p>



<p class="wp-block-paragraph">We replace the default sphere with our own model and can now assign materials directly inside the mpmSource node and tweak them to our liking. It’s genuinely fun. Feels a bit like a mini-game. Since a concrete material would be more realistic but also quite boring as a vase material, we went with Chunky Snow instead. The environment comes in via an Object Merge directly into the mpmCollider Sop, ready to go.  Our clay ball, the antagonist of this little simulation, isn’t a collider per definition but another mpmSource ready to be smashed, merged with the vase and given its own material behavior, Chunk Soil.</p>



<p class="wp-block-paragraph">To make sure the particles can actually see and “love” each other, we need to enable Particle-Level Collision in the solver. The new Auto Sleep feature helps keep the vase passive until the collision happens, preventing it from collapsing at frame one and saving quite a bit of compute time.</p>



<figure class="wp-block-gallery has-nested-images columns-2 is-cropped wp-block-gallery-2 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_3.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="473"  data-id="213879"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_3.png?resize=1200%2C473&#038;quality=72&#038;ssl=1"  alt="A 3D modeling interface displayed on a computer screen, featuring a green wireframe figure in a virtual space, with a selection of geometry nodes and properties on the right side, indicating a focus on digital design and manipulation."  class="wp-image-213879" ></a><figcaption class="wp-element-caption">Let there be &#8230; snow?</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_4.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="747"  data-id="213884"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_4.png?resize=1200%2C747&#038;quality=72&#038;ssl=1"  alt="A 3D visualization displaying a cloud of data points in a grid environment. The data points are primarily in grey, with clusters of bright green and red, indicating distinct areas. A sidebar on the right shows a flow chart with labeled nodes, providing additional context."  class="wp-image-213884" ></a><figcaption class="wp-element-caption">What awounderfull mess &#8230; and soon mesh.</figcaption></figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_sleep.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="638"  sizes="(max-width: 1200px) 100vw, 1200px"  data-id="218079"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_sleep.jpg?resize=1200%2C638&#038;quality=80&#038;ssl=1"  alt="A screenshot of a software interface displaying simulation settings. Options for solver and output adjustments are visible, with highlighted features like &#039;Enable Particle Based Collisions&#039; and &#039;Enable Auto Sleep&#039; indicated by arrows. Horizontal sliders control various parameters."  class="wp-image-218079" ></a><figcaption class="wp-element-caption">To get proper collisions, make sure to enable particle-level collisions.</figcaption></figure>
</figure>



<p class="wp-block-paragraph">Since the clay ball will be meshed as a fluid and granular surface and the vase as a rigid object, we first separate the MPM particles using a Blast node, filtering them by their respective source names.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/Kc3t0Zy2jGU?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">Hero and antagonist with different colored mpmSources in one Simulation.</figcaption></figure>



<p class="wp-block-paragraph">For surfacing the vase, we use the mpmPostFracture node, which takes the rest-geometry and the MPM particles as input. This node essentially breaks the geometry apart “end to start,” so it needs to be fed the final frame of the simulation. After that, we choose either Voronoi or Boolean Cut as the fracture method. The latter can generate interior details, subtle irregularities on the inner faces of the fracture, that weren’t visible before, and it’s also faster to compute.  We can further control the number of pieces as well as define the minimum fragment size at which new pieces should be generated.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_5-1.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="420"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/mpm_vase_5-1.png?resize=1200%2C420&#038;quality=72&#038;ssl=1"  alt="A detailed vase with intricate patterns displayed among several gray rocks on a flat surface. To the right, a user interface is visible, showing a node-based layout for editing parameters, with sliders and options for adjustments."  class="wp-image-213888" ></a><figcaption class="wp-element-caption">UV-ready for destruction with ray-traced glory in Vulkan. Check out those beautiful UVs.</figcaption></figure>



<p class="wp-block-paragraph">The final node in the chain is mpmDeformPieces, which transfers the newly generated fracture geometry onto the MPM particles  and just like that, the vase shards, physically convinced they’re made of snow, go flying through the scene, complete with perfectly intact UVs. For more of a muddy mess, we could have generated a liquid or granular surface instead, but we’ll save that for the clay ball. The result from the Debris Source, which lets you precisely define when and where particles based on fracture are emitted, is then passed into a POP network, including collisions from the vase and background).</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/aWM3P-Gp9FE?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">Nice working UVs meet Debris Source particles and a snowy-chunky vase.</figcaption></figure>



<p class="wp-block-paragraph">Time to get serious:</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/K3a38UXR-DQ?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">Smashing time!</figcaption></figure>



<h3 id="continuos-emissions-surface-tension" class="wp-block-heading">Continuos Emissions &amp; Surface Tension</h3>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/I9T00RsDfwM?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">Layered continuos emission powered by a pop turbulence force</figcaption></figure>



<p class="wp-block-paragraph">With this new option, you can quickly fill containers, simulate expanding materials, or layer different materials on top of each other. The option is located in the mpmource node and spreads new particles apart using positive pressure.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-4.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="576"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-4.png?resize=1200%2C576&#038;quality=72&#038;ssl=1"  alt="A digital 3D model workspace displaying two objects: a large purple, speckled vase-like shape and a smaller spherical shape to its left. On the right, a settings panel is open, showcasing options for geometry adjustments with sliders and parameters."  class="wp-image-221372" ></a><figcaption class="wp-element-caption">The higher the expansion value, the faster the MPM source grows.</figcaption></figure>



<p class="wp-block-paragraph">Let’s take our vase and let a thick, viscous something ooze out of it. A good chance to show how simple MPM can be: if we want things to float inside the fluid, they just need a lower density. A few cubes are generated and assigned a jelly material. Two geometries, two MPM Sources, merged and fed into the solver. That’s all it takes. Just as easily, you can mix different fluids within the same setup. And for a bit more drama, we can dive into the solver and add a POP Wind node with some turbulence.</p>



<p class="wp-block-paragraph">Surface tension allows for realistic effects such as droplets, tendrils, and flowing water. H21 introduces two new ways to control surface tension for both liquid and viscous materials inside the MPM Solver. The Point Based method offers higher accuracy and stability, making it ideal for small and detailed simulations. The Grid Based method, on the other hand, is optimized for performance and handles millions of particles more efficiently, which makes it better suited for large-scale scenes. External forces and friction can be increased if objects keep moving when they shouldn’t. Otherwise, you might end up with a scene straight out of <em>Terminator 2</em>.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="787"  height="552"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/image-20.png?resize=787%2C552&#038;quality=72&#038;ssl=1"  alt="A flowchart illustrating preferences for surface tension methods. At the top, it states &quot;I want Surface Tension.&quot; It branches into options for accuracy and speed, leading to Point Based Surface Tension and Grid Based Surface Tension."  class="wp-image-216863" ><figcaption class="wp-element-caption">Choose your destiny. / SideFX</figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/cTNOXOFRqoI?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption"><em>Liquid mpm sim with and w/o Surface Tension</em></figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/9BazotjCaEc?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption"><em>Meshing of MPM Particles as (Neural) Fluidsurface &#8230; </em></figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/uHEOII-kkDY?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">&#8230; or as particles and particle driven instances.</figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/-XqpzR8AA2c?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">Breaking Geo &gt; Sim with Jp Attribute &gt; Separated Breakpoints &gt; 2nd Sim Based on Breakpoints</figcaption></figure>



<p class="wp-block-paragraph">To achieve high levels of detail without an unnecessarily large number of simulation points, the new, more precise collision detection allows you to use the fracture edges of a simulation as the source for a targeted secondary simulation. The attribute Jp (Plastic Compression/Stretching) is key here. It can be used to isolate the fractured areas and feed them into a Surfacing node set to VDB mode. This resulting volume can then serve as the source for the second simulation. And don’t forget to use the main simulation result as a collider.</p>



<figure class="wp-block-embed is-type-video is-provider-vimeo wp-block-embed-vimeo wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<span class="7UD4GjeLdOftF2gC9pJu3xBR86bkQYVaIMWycwAohsi1PmlSrNz5vn"><iframe title="mpm_collider" src="https://player.vimeo.com/video/1112443940?dnt=1&amp;app_id=122963" width="1200" height="675" frameborder="0" allow="autoplay; fullscreen; picture-in-picture; clipboard-write; encrypted-media; web-share" referrerpolicy="strict-origin-when-cross-origin"></iframe></span>
</div><figcaption class="wp-element-caption">Adding details through 2nd simulation. / SideFX</figcaption></figure>



<p class="wp-block-paragraph">And finally to top it off, the official demo. A detailed breakdown of that beautiful cookie shot.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/50Q25JKBMK8?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<h3 id="machine-learning-in-dynamics" class="wp-block-heading">Machine Learning in Dynamics</h3>



<p class="wp-block-paragraph">You won’t find any generative AI native in Houdini, but rather a growing collection of smart, locally running models, often trained by yourself, designed to simplify or speed up time-consuming tasks.</p>



<h3 id="surfacing-flip-vellum-particle-simulations" class="wp-block-heading">Surfacing Flip, Vellum &amp; Particle Simulations</h3>



<p class="wp-block-paragraph">Alongside Neural Point Surfacing for MPM, the new Neural Point Surface and proven Particle Fluid Surface nodes now bring neural meshing to FLIP, Vellum, and POP simulations as well. Until now a bunch of points are trying to reconstruct the surface of a material. With neural meshing, you can now achieve much sharper, more detailed surfaces across a both high and low frequencies. The result: surfaces that are no longer uniformly fuzzy, but crisp, structured, and temporally stable. As before, you can train your own models, but even the included presets already produce finer details. And thankfully, the whole thing is GPU-accelerated.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/vfx_ML_neuralpop-2.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="484"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/vfx_ML_neuralpop-2.png?resize=1200%2C484&#038;quality=72&#038;ssl=1"  alt="A computer screen displaying a 3D modeling interface. On the left side, two textured models labeled &#039;Average Position&#039; and &#039;Neural Surface&#039; are shown. The right side features a node graph and adjustable parameters for editing geometry."  class="wp-image-213833" ></a><figcaption class="wp-element-caption">Machine-learning neural-AI particle meshing wonder, now with UV and attribute transfer magic</figcaption></figure>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-7.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="542"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-7.png?resize=1200%2C542&#038;quality=72&#038;ssl=1"  alt="A side-by-side comparison of two 3D rendering techniques. On the left, a grey geometric shape with particle fluid simulation showing volumetric effects. On the right, a similar shape rendered using neural point surface technology, with a stylized appearance."  class="wp-image-224892" ></a><figcaption class="wp-element-caption">More detail at low and high frequencies thanks to Neural Surface / SideFX</figcaption></figure>



<h3 id="volume-upres" class="wp-block-heading">Volume Upres</h3>



<p class="wp-block-paragraph">The core problem behind volume up-resing: for efficiency, artists often create and approve low-resolution simulations. But once the voxeldensity is increased, the overall shape of the sim tends to change. With the new tools, a low-res simulation can now be upscaled while preserving its exact shape. This not only keeps previously approved versions intact, but also allows for far more iterations. A model that’s been trained on a specific motion or behavior can now upscale multiple variations of it.</p>



<p class="wp-block-paragraph">The Billowy Smoke recipe (or shelf tool) comes with a pretrained up-res model already integrated. Let’s start by looking at a comparison between the low-res input simulation and the 3× up-res result.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/gWlaHWtTuqk?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption"><em>Promising results — nice details, but some artifacts remain.</em></figcaption></figure>



<p class="wp-block-paragraph">Details are nicely added, while the overall shape is preserved impressively well. Caching took a bit of time, but it’s still far faster than running a full high-res simulation.  The real idea, however, is that we can now reuse this up-res model for all our future Billowy Smoke setups and honestly, we probably should. So, let’s quickly modify the setup and see if we can break the upscaler.</p>



<p class="wp-block-paragraph">This time, the solver runs at a voxel size of 0.05, using the 2× upscaler. The 3× model didn’t really add more detail, just extra waiting time. For a bit more fun, a Gas Wind with random direction and a collision shape were added.  That collision shape, as it turns out, gives the upscaler a bit of trouble as seen below. </p>



<p class="wp-block-paragraph">But when comparing the up-res result to a true high-res sim, it’s clear that the system is really good at preserving the base form. Doubling the voxel size in the high-res sim, on the other hand, changes the overall shape and eats up a ton of time but stays artifact-free. Or, if you really want perfection, you could just train a model specifically for this type of collision.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/WLbhfoQRFCQ?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption"><em>Naturally, the simulation changes with voxel density. Higher resolution, different behavior.</em></figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/2n8dwInyjzk?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption"><em>With stronger motion, the up-res process tends to produce more artifacts. To be fair, though, the model wasn’t really trained for that much wind.</em></figcaption></figure>



<p class="wp-block-paragraph">If you want to train your own model, this Equinox Hive talk walks you through every detail:</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/9k2-WcWvQYI?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="zibra-ai-vdb-compression" class="wp-block-heading">Zibra AI VDB compression</h3>



<p class="wp-block-paragraph">With this plugin you can save up to 99 percent of storage space when caching VDB simulations, which makes it perfectly suited for use in real-time engines such as Unreal Engine 5. The Zibra toolset, distributed via SideFX Labs, provides three dedicated nodes. </p>



<p class="wp-block-paragraph">The first, zibravdb_compress, writes and exports .zibravdb files for use in Unreal and similar environments. The second, zibravdb_decompress, brings those files back into Houdini. And finally, zibravdb_filecache acts as a modified File Cache node that automatically handles compression, loading, and decompression for further use inside Houdini.  Before diving in, you’ll need to download the mode<strong>l</strong> and obtain a license, potentially a free personal one if your revenue is below 100 K USD. The license management can be accessed directly from any of the three nodes.</p>



<p class="wp-block-paragraph">For a quick benchmark, I used the Fireball Recipe and cached one regular VDB sequence alongside two Zibra versions with different quality settings. The original VDB sequence weighed 294 MB. The Zibra compression at a quality setting of 0.2 came in at only 5 MB, roughly 98 percent smaller. At a quality setting of 0.9, the result visually matched the original VDB almost perfectly while staying at just 36 MB, around 88 percent less.<br />That insane low file size at 0.2 naturally comes at the cost of lost detail, as visible in the comparison graph below. Still, the results are impressive and they open up the possibility for bringing volumetric simulations into real-time pipelines far more efficiently than before.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/zibra_vs_vdb-1.png?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="Three distinct explosion graphics labeled &#039;Zibra 0.9&#039;, &#039;VDB&#039;, and &#039;Zibra 0.2&#039; displayed on a turquoise background. Each explosion has varying intensity and smoke detail, showcasing the differences in simulation quality."  class="wp-image-217145" ><figcaption class="wp-element-caption">Different levels of Zibra compression vs reference VDB.</figcaption></figure>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/9LH73uFi1KE?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="pyro-shelve-tool-presets" class="wp-block-heading">Pyro Shelve Tool Presets</h3>



<p class="wp-block-paragraph">Another way to get artists up to speed faster are production-ready presets, not just educational examples, but tools meant to be customized for your very real projects. Each of them comes with a ready-to-use Solaris network, fully set up for rendering straight out of the box. Even better, the Help section now includes a short guide and exploanation of important Nodes for every preset. </p>



<p class="wp-block-paragraph">SideFX strikes a noticeably new tone here, aiming to flatten the learning curve rather than overwhelming newcomers with endless options (which, to be fair, they still do from time to time). These guides can be found under Documentation → What’s New → Pyro. In this section, we’ll take a closer look at three fundamentally different presets, each showcasing its own approach and creative use case.</p>



<h3 id="stylized-flame" class="wp-block-heading">Stylized Flame</h3>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_6382.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_6382.png?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="An animated orange explosion with splashes of liquid against a black background, creating a dramatic contrast and emphasizing the vibrant colors."  class="wp-image-224931" ></a><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<p class="wp-block-paragraph">With the refined Copernicus toolset, entirely new worlds open up: stylized fire based on a classic Pyro simulation, right inside Houdini. And if needed, even live-rendered in Solaris.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-3 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="817"  data-id="213723"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_stylized_b.png?resize=1200%2C817&#038;quality=72&#038;ssl=1"  alt="A 3D simulation of pinkish smoke billowing from the left side, showcased against a digital grid background. On the right, a node editor interface displays a complex flowchart for manipulating the smoke effects, highlighting various parameters and connections."  class="wp-image-213723" ><figcaption class="wp-element-caption">Classic pyro sim as source. The “ToonFX” is created inside a COP(ernicus) node.</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="482"  data-id="213719"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_stylized_a.png?resize=1200%2C482&#038;quality=72&#038;ssl=1"  alt="A digital workspace showing a brown topographical map on the left, complemented by a complex network of nodes on the right, illustrating a creative design process in a graphical software environment."  class="wp-image-213719" ><figcaption class="wp-element-caption">Temperature and flame fields are separated inside the 2.5D space – or is it 3D after all?</figcaption></figure>
</figure>



<p class="wp-block-paragraph">To put the claim of “easy adaptability” to the test, we took the Pyro Fireball preset and gave it a Toon-style makeover. Adding the VDB field “Flame” inside the solver’s output was all it took to make it work. The output from the Cop node, by the way, can be merged directly into the scene for further Houdini style editing.</p>



		<figure class="wp-block-jetpack-videopress jetpack-videopress-player" style="" >
			<div class="jetpack-videopress-player__wrapper"> <span class="nwV96k2sZdc0zI3q7hFjXaTsMUSuH9KZQJkeHiJLp2brBxtKd8ijbgfVo1qOGSYLA01lToFnm6z3A"><iframe title="VideoPress Video Player" aria-label='VideoPress Video Player' width='972' height='1000' src='https://videopress.com/embed/J4cJGTgo?cover=1&amp;autoPlay=0&amp;controls=1&amp;loop=0&amp;muted=0&amp;persistVolume=1&amp;playsinline=0&amp;preloadContent=metadata&amp;useAverageColor=1&amp;hd=0' frameborder='0' allowfullscreen data-resize-to-parent="true" allow='clipboard-write'></iframe><script type="wphb-delay-type" src='https://v0.wordpress.com/js/next/videopress-iframe.js?m=1739540970'></script></span></div>
			<figcaption></figcaption>
			
		</figure>
		


<h3 id="ground-explosion-b" class="wp-block-heading">Ground Explosion B</h3>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_1760.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_1760.png?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="An explosion with a large fireball and billowing smoke rising against a black background, surrounded by fiery debris and orange flames extending outward."  class="wp-image-224926" ></a><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="600"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_groundbumm.png?resize=1200%2C600&#038;quality=72&#038;ssl=1"  alt="A realistic 3D rendering of a soft cloud formation on the left, with a dark background featuring a grid. On the right, a network diagram displays interconnected nodes and lines, showcasing a procedural geometry editor interface."  class="wp-image-213809" ><figcaption class="wp-element-caption">Layered Pyro Sim with Render-Ready Solaris network.</figcaption></figure>



<p class="wp-block-paragraph">This shelf tool sets up a sparse pyro simulation featuring a large-scale explosion, smoke trails, and a shockwave. For more control and efficiency, it’s actually made up of <strong>two separate simulations</strong>, layered on top of each other and interacting through their velocity fields.</p>



<h3 id="candle-flame" class="wp-block-heading">Candle Flame </h3>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_3612.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="675"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/videoframe_3612.png?resize=1200%2C675&#038;quality=72&#038;ssl=1"  alt="A red candle with a flickering flame, featuring wax dripping down its sides, against a dark background. The bright flame contrasts with the smooth red surface of the candle."  class="wp-image-224933" ></a><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<p class="wp-block-paragraph">A candle flame might not be the most exciting thing visually, but it’s one of those Pyro results you end up needing again and again. What makes this preset interesting, though, is the <strong>procedurally modeled candle</strong> that comes with it. Exploring that setup is almost more fun than the Pyro sim itself.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-4 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle-3.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="773"  data-id="213707"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle-3.png?resize=1200%2C773&#038;quality=72&#038;ssl=1"  alt="A 3D rendering of a fluid-like yellow object with elongated drips on the left side, alongside a detailed, structured flowchart with interconnected nodes in white and blue on a dark background to the right."  class="wp-image-213707" ></a><figcaption class="wp-element-caption">Even the wildly procedural candle model is fully inspectable, though, admittedly, not exactly simple</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle2.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="883"  data-id="213706"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/Pyro_Shelvetool_Candle2.png?resize=1200%2C883&#038;quality=72&#038;ssl=1"  alt="A realistic 3D rendering of a lit candle with wax dripping down its sides, standing on a flat surface. On the right, a tree-like diagram of associated nodes or elements, likely from a digital modeling or animation software."  class="wp-image-213706" ></a><figcaption class="wp-element-caption">Clean and surprisingly straightforward</figcaption></figure>
</figure>



<h3 id="thruster-fx" class="wp-block-heading">Thruster FX</h3>



<p class="wp-block-paragraph">In true H21 fashion and in the spirit of overall efficiency boosts, the new Thruster FX tool makes its debut: a setup designed to create engine and propulsion emissions with ease. It’s not just a new node, but rather a complete Recipe, a preconfigured network of nodes that some might, in hushed tones, simply call “presets.”</p>



<p class="wp-block-paragraph">With a cheerful click on Thruster Exhaust in the Pyro Shelf Tools (or via Configure Thruster in the Tab menu), you’ll get a fully adaptable node tree, including a ready-to-render Solaris network. The effect itself isn’t a simulation but a cleverly layered, art-directable procedural system built around VOP Nodes. Multiple pyrothrusterexhaust nodes are stacked in layers, each responsible for different components like sparks, fire, and plasma. All working together to form a surprisingly easy to use thruster system.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/HlpwOFirPaM?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">A layered procedural effect without the need to use simulations</figcaption></figure>



<p class="wp-block-paragraph">So, what does it actually look like? And can it really be used straight out of the box, as promised? The short answer: pretty much, yes. The rendering comes surprisingly close to the viewport preview.  To get it running, only a few connections inside the included Solaris network needed to be adjusted. For our small test scene, we did a bit of kitbashing inside Solaris, then added some glow and polish in Fusion.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/NF1zQjShrjY?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div><figcaption class="wp-element-caption">The finished thruster. See how easy this is ? </figcaption></figure>



<p class="wp-block-paragraph">Let’s take a closer look at the node, both from the outside and under the hood. The node expects a primitive as input, and a simple circle usually does the trick. It outputs both particles and a volume containing density and temperature fields. In the General tab, you can control speed, length, and the overall shape via a spline ramp. The Exhaust section handles the color ramp and lets you tweak the underlying noise pattern, which has a strong impact on the overall form. Under the hood, the node generates a VDB from Polygon, then modifies the result with a Volume VOP and a Volume Adjust Fog node.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/custom.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="561"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/custom.png?resize=1200%2C561&#038;quality=72&#038;ssl=1"  alt="A software interface displaying a 3D simulation scene on the left, featuring glowing blue particles and scattered rocks, with a node graph on the right showcasing geometry settings and animation parameters."  class="wp-image-216801" ></a><figcaption class="wp-element-caption">Custom Thruster via Ramp und CopytoPoints</figcaption></figure>



<p class="wp-block-paragraph">As part of the ongoing effort to simplify things and lower the learning curve, SideFX has also released a good and detailed tutorial mini series: s<a href="https://www.sidefx.com/tutorials/how-to-create-thruster-fx" target="_blank" rel="noopener" title="">idefx.com/tutorials/how-to-create-thruster-fx</a></p>



<h3 id="car-destruction-fx" class="wp-block-heading">Car Destruction FX</h3>



<figure class="wp-block-embed is-type-video is-provider-vimeo wp-block-embed-vimeo wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<span class="yA8bYJmWBa4vS5iJEVCaMDzKgosW6F77qXdlPX1VAFg4qGh2NhH9CQuIef0cUT3lkZjOvt5n2EYkxfwordepUiLc31"><iframe title="caRBD Dual-car Collision" src="https://player.vimeo.com/video/1111808816?dnt=1&amp;app_id=122963" width="1200" height="675" frameborder="0" allow="autoplay; fullscreen; picture-in-picture; clipboard-write; encrypted-media; web-share" referrerpolicy="strict-origin-when-cross-origin"></iframe></span>
</div><figcaption class="wp-element-caption">SideFX</figcaption></figure>



<p class="wp-block-paragraph">So that we can also crash the rigs built with the Car Rig SOP introduced in H20.5, Houdini 21 brings us the new Car Destruction Tools, led by the mighty RBD Car Fracture SOP, supported by the RBD Car Transform SOP. The first one takes care of fracturing and constraint creation, automatically handling the typical materials you’d expect in a vehicle: glass, metal, wood, and rubber. The RBD Car Transform SOP, similar to Transform Pieces, ensures that all pre-fractured parts are efficiently transformed based on the simulation points. You’re not limited to cars, by the way. Anything that follows the same basic logic can be blown apart. From motorcycles to helicopters, it all breaks just fine.</p>



<figure class="wp-block-image size-full"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-2.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="514"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/image-2.png?resize=1200%2C514&#038;quality=72&#038;ssl=1"  alt="A 3D modeling software interface displays a wireframe model of a car, with color-coded geometry manipulation tools and nodes shown for texture adjustments, alongside various settings and parameters on the right. The background is a light blue grid."  class="wp-image-220986" ></a><figcaption class="wp-element-caption">The RBD Car Fracture SOP handles the dirty work — assigning materials, fracturing them, and wiring up the constraints.</figcaption></figure>



<p class="wp-block-paragraph">Destruction-hungry artists will find a detailed yet easy-to-follow example scene in the SideFX Content Library, the same visuals you might recognize from the keynote: <a href="https://www.sidefx.com/contentlibrary/carbd-dual-car-collision/" target="_blank" rel="noopener" title="">sidefx.com/carbd-dual-car-collision/</a>. A fitting go-through video can be found here:</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/aiRL_0sz1zw?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<h3 id="geometry-viewport-and-other-tasty-qol" class="wp-block-heading">Geometry, Viewport and other tasty QoL</h3>



<p class="wp-block-paragraph">Coming from its deep VFX roots, Houdini has taken quite a journey to establish its own distinct style of procedural modeling. With H21, that journey continues, extending existing nodes and adding a few genuinely useful new ones along the way. This time, even the viewport got some well-deserved love, now powered by Vulkan and capable of loading Gaussian Splats directly.</p>



<h3 id="sculpting-in-time" class="wp-block-heading">Sculpting in Time </h3>



<p class="wp-block-paragraph">The Sculpt SOP, introduced in H20.5 and (surprisingly) quite useful, now gets a genuinely groundbreaking new feature called Shot Sculpting allowing time-based, keyframe-free sculpting.  Originally intended as a correction tool for character animation, the node turns out to be just as handy for VFX and motion design work.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/JApD1NgjNjM?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">Temporal control is handled through the Shot Sculpt panel, which at first glance looks a lot like an NLE timeline and, in principle, works much the same way. Sculpting can be organized into layers that can be offset in time, faded in and out (complete with easing), muted, or adjusted in opacity. Alternatively, you can use mask_track to paint time-based attributes, which can then be passed downstream and used in other nodes, for an obvious example, as masks.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe class="youtube-player" width="1200" height="675" src="https://www.youtube.com/embed/oyjc61W8GK0?version=3&#038;rel=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;fs=1&#038;hl=en-US&#038;autohide=2&#038;wmode=transparent" allowfullscreen="true" style="border:0;" sandbox="allow-scripts allow-same-origin allow-popups allow-presentation allow-popups-to-escape-sandbox"></iframe>
</div></figure>



<p class="wp-block-paragraph">Otherwise, the same rules apply as for the regular Sculpt SOP, whose updates we’ll take a look at next. In line with the new Shot Sculpting feature, the mask system has been reworked. Masks can still be painted manually, but can now also be loaded from an upstream float attribute, saved permanently, and blurred or sharpened as needed.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="610"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_sculpt_masks.png?resize=1200%2C610&#038;quality=72&#038;ssl=1"  alt="A 3D modeling software interface displaying a stylized green and gray face sculpture on the left, with various modeling tools and parameters visible. The right panel shows geometry parameters with adjustable settings."  class="wp-image-219441" ><figcaption class="wp-element-caption">Two Adjust Float nodes generate low- and high-frequency noise attributes — both can be loaded directly as mask inputs (shown in green) inside the Sculpt SOP.</figcaption></figure>



<p class="wp-block-paragraph">There are also new brushes. My personal highlight, the Elastic Grab brush:</p>



		<figure class="wp-block-jetpack-videopress jetpack-videopress-player" style="" >
			<div class="jetpack-videopress-player__wrapper"> <span class="gvTXVwKqQbr29pm5WH4fP3xt7YsLBucN1ZFJn"><iframe title="VideoPress Video Player" aria-label='VideoPress Video Player' width='1000' height='1000' src='https://videopress.com/embed/9MXhFAqa?cover=1&amp;autoPlay=0&amp;controls=1&amp;loop=0&amp;muted=0&amp;persistVolume=1&amp;playsinline=0&amp;preloadContent=metadata&amp;useAverageColor=1&amp;hd=0' frameborder='0' allowfullscreen data-resize-to-parent="true" allow='clipboard-write'></iframe><script type="wphb-delay-type" src='https://v0.wordpress.com/js/next/videopress-iframe.js?m=1739540970'></script></span></div>
			<figcaption>Elastic Grab / SideFX</figcaption>
			
		</figure>
		


<p class="wp-block-paragraph">Of course, the complexity and depth of ZBrush remain unmatched, but for many tasks, artists can now comfortably stay right inside Houdini.</p>



<h3 id="geometry-masks" class="wp-block-heading">Geometry Masks</h3>



<p class="wp-block-paragraph">There are also updates when it comes to masking. Several well-known nodes now include a Mask parameter, allowing the effect to be restricted to a painted or procedurally generated mask. Among them: Peak SOP, Soft Peak SOP, Inflate SOP, Flatten SOP, and Point Jitter SOP.</p>



<figure class="wp-block-image size-full"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="506"  sizes="(max-width: 1200px) 100vw, 1200px"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/10/masks-1.png?resize=1200%2C506&#038;quality=72&#038;ssl=1"  alt="A 3D modeling interface displaying two bear figures. The left bear is rendered with a colorful texture overlay, while the right bear is shown in a wireframe format. The interface on the right includes node-based geometry options for adjustments."  class="wp-image-217139" ><figcaption class="wp-element-caption">Thick leg thanks to a painted mask affecting a Peak Node.</figcaption></figure>



<h3 id="uv-flatten-from-points" class="wp-block-heading">UV Flatten from Points</h3>



<p class="wp-block-paragraph">The latest addition to Houdini’s already powerful UV toolset could just as well be called “UV from Voronoi” since that’s exactly what it’s based on. The node distributes random or precisely placed points across the surface and uses them to calculate clean, non-overlapping UVs. It’s primarily designed for complex, high-resolution meshes, where traditional unwrapping tends to get messy fast.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-5 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_A.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="504"  data-id="220881"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_A.jpg?resize=1200%2C504&#038;quality=80&#038;ssl=1"  alt="A 3D modeling interface displaying a mesh object resembling irregular shards on the left, and a sculpted organic shape on the right. The screen also shows a node-based editor with several operations connected, indicating active manipulation of the model."  class="wp-image-220881" ></a><figcaption class="wp-element-caption">Voronoi-like UV distribution using a (random) Scatter node.</figcaption></figure>



<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_B.jpg?quality=80&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="545"  data-id="220882"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_uv_B.jpg?resize=1200%2C545&#038;quality=80&#038;ssl=1"  alt="A 3D modeling software interface displaying a wireframe turtle model on the left side, with a grid background. On the right side, a node-based programming interface shows the structure for the turtle model with connections and parameters."  class="wp-image-220882" ></a><figcaption class="wp-element-caption"><strong>Alternatively, the UV clusters can be output as an edge group.</strong></figcaption></figure>
</figure>



<h3 id="vulkan-viewport" class="wp-block-heading">Vulkan Viewport</h3>



<p class="wp-block-paragraph">Now enabled by default, the new Vulkan 3D viewport offers noticeably improved lighting, Ambient Occlusion, shading and ray tracing with built-in denoising, and a more accurate texture display though performance can take a hit if you push it too far.  New worklights including a fully adjustable Dome Light, Physical Sky, and Three-Point Light setup now serve as the default viewport lighting.</p>



<p class="wp-block-paragraph">Looking toward the future, the viewport can now display Gaussian Splats directly. Since splats are essentially just point clouds, and Houdini is fundamentally point-based, this opens up a rather promising combination. The .ply file can simply be loaded via a File SOP and passed into a Bake Splat SOP for further processing. From there, you can treat and manipulate the splats just like any other geometry using the usual SOP tools. More on rendering those Splats in the upcoming section on Solaris &amp; Karma.</p>



<figure class="wp-block-gallery has-nested-images columns-1 is-cropped wp-block-gallery-6 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="567"  data-id="219892"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/gsplat_a.jpg?resize=1200%2C567&#038;quality=80&#038;ssl=1"  alt="A 3D modeling software interface displaying a textured cactus in a decorative pot on the left. On the right, a file explorer shows the selected cactus file with details, including file name and size."  class="wp-image-219892" ><figcaption class="wp-element-caption">Hi-Res GSplat from 3D Scan Studio iris</figcaption></figure>



<figure class="wp-block-image size-large"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="706"  data-id="219891"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/gsplat_b.jpg?resize=1200%2C706&#038;quality=80&#038;ssl=1"  alt="A 3D-rendered image of a cactus in a decorative pot, shown on the left side of a digital workspace. On the right side, a user interface displays nodes related to the cactus model&#039;s geometry."  class="wp-image-219891" ><figcaption class="wp-element-caption">Direct point-based editing of Gaussian Splats</figcaption></figure>
</figure>



<h3 id="curve-tools" class="wp-block-heading">Curve Tools</h3>



<p class="wp-block-paragraph">The new Extract Contours SOP can generate object outlines from a camera’s perspective either directly as edges or as an edge group. Quite handy for toon-style effects.</p>



<figure class="wp-block-gallery has-nested-images columns-default is-cropped wp-block-gallery-7 is-layout-flex wp-block-gallery-is-layout-flex">
<figure class="wp-block-image size-large"><a href="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_contour.png?quality=72&#038;ssl=1"><img data-recalc-dims="1"  decoding="async"  width="1200"  height="479"  data-id="219451"  src="https://i0.wp.com/digitalproduction.com/wp-content/uploads/2025/11/model_contour.png?resize=1200%2C479&#038;quality=72&#038;ssl=1"  alt="A 3D modeling interface displaying a geometric wireframe of a dog&#039;s head on the left side, with a red background. On the right side, there are settings for geometry transformations, showing options for adjusting parameters."  class="wp-image-219451" ></a><figcaption class="wp-element-caption">World&#8217;s most famous pighead now with contourlines.</figcaption></figure>
</figure>



<p class="wp-block-paragraph">The well-known Curve SOP now allows you to interactively split points into branches (with unique vertex numbers) or fuse them back together.</p>



<h3 id="unsubdivide" class="wp-block-heading">Unsubdivide</h3>



<p class="wp-block-paragraph">If things ever get a bit too much, this node can reconstruct a low-res input geometry based on Catmull-Clark.</p>



		<figure class="wp-block-jetpack-videopress jetpack-videopress-player" style="" >
			<div class="jetpack-videopress-player__wrapper"> <span class="R7E96ZWbI3Q1nTdHYoDxFBz2jpJ8ChlitLs4"><iframe title="VideoPress Video Player" aria-label='VideoPress Video Player' width='925' height='1000' src='https://videopress.com/embed/2rR0tPuf?cover=1&amp;autoPlay=0&amp;controls=1&amp;loop=0&amp;muted=0&amp;persistVolume=1&amp;playsinline=0&amp;preloadContent=metadata&amp;useAverageColor=1&amp;hd=0' frameborder='0' allowfullscreen data-resize-to-parent="true" allow='clipboard-write'></iframe><script type="wphb-delay-type" src='https://v0.wordpress.com/js/next/videopress-iframe.js?m=1739540970'></script></span></div>
			<figcaption>Unsubdivide &#8230; unsubdivides / SideFX</figcaption>
			
		</figure>
		


<h3 id="conclusion-after-some-bottles-of-vfx" class="wp-block-heading">Conclusion after some bottles of VFX</h3>



<p class="wp-block-paragraph">Even though the stated (and achieved) goal of H21 was mainly polishing existing systems and adding plenty of quality-of-life improvements, it still manages to sneak in a massive load of new features along the way. And we’ve only scratched the surface here. Deep dives on Copernicus, Solaris, Karma, Rigging, and Animation are already in the works.</p>



<p class="wp-block-paragraph">What’s also refreshing is the ongoing effort to flatten the learning curve through better documentation, tons of in-house tutorials, and solid example files in the Content Library. Many things have become easier  or let’s say, more accessible, without losing depth, at least for those who want to go there. As always, most nodes can still be cracked open and modified at their core. Nice one, SideFX.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p><p>The post <a href="https://digitalproduction.com/2025/11/17/houdini-21-like-good-wine-part1-vfx-geo/">Houdini 21: Like good wine (Part1,  VFX & Geo)</a> first appeared on <a href="https://digitalproduction.com">DIGITAL PRODUCTION</a> and was written by <a href="https://digitalproduction.com/author/manuelkotulla/">Manuel Kotulla</a>. </p></div>]]></content:encoded>
					
		
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