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Houdini (software)

From Wikipedia, the free encyclopedia
3D animation software
For the chess engine, seeHoudini (chess).
This articlemay contain an excessive amount of intricatedetail that may only interest a particular audience. Please help byspinning off orrelocating any relevant information, and removing excessive detail that may be againstWikipedia's inclusion policy.(March 2014) (Learn how and when to remove this message)
SideFX Houdini FX
DeveloperSide Effects Software Inc.
Initial release1.0 / October 2, 1996; 29 years ago (1996-10-02)
Stable release
21.0.512 / October 23, 2025; 36 days ago (2025-10-23)[1]
Written inC++,Python
Operating systemLinux,macOS,Windows
Available inEnglish
Type3D computer graphics
LicenseProprietary
Websitewww.sidefx.com

Houdini is a3D animationsoftware application developed byToronto-based SideFX, who adapted it from thePRISMS suite ofprocedural generation software tools.

The procedural tools are used to produce different effects such as complex reflections, animations and particles system.[2] Some of its procedural features have been in existence since 1987.[2]

Houdini is most commonly used for the creation of visual effects in film and television. It is used by major VFX companies such asWalt Disney Animation Studios,Pixar,DreamWorks Animation,Double Negative,ILM,MPC,Framestore,Sony Pictures Imageworks,Illumination Studios Paris,Scanline VFX,Method Studios andThe Mill.[3]

It has been used in many feature animation productions, includingDisney's feature filmsFantasia 2000,Frozen,Zootopia[4] andRaya and the Last Dragon;[5] theBlue Sky Studios filmRio, andDNA Productions'Ant Bully.[6]

SideFX also publishes Houdini Apprentice, a limited version of the software that is free of charge for non-commercial use.

Release history

[edit]
VersionRelease dateSupported OSsPrice of full license (USD)Observations
1.01996-OCT-02IRIX$9,500Houdini 1.0 at SIGGRAPH 1996
2.01997-AUG-05IRIX
2.51998-MAR-28IRIX, Windows NTWindows NT support
3.01999-OCT-02IRIX, Windows NT
4.02000-JUL-24IRIX, Windows NT, Linux[7][8]$17,000Linux support
5.02002-MAR-12IRIX, Windows NT, Linux, SunOS$16,000First version on SunOS[9]
5.52002-MAY-14IRIX, Windows NT, Linux, SunOS$16,000
6.02003-MAY-08IRIX, Windows NT, Linux, SunOS
6.52004-APR-16IRIX, Windows NT, Linux, SunOS(needs confirmation exact release date)
7.02004-SEP-20Windows NT, LinuxDroppedSilicon Graphics IRIX and SunOS
8.02005-OCT-06Windows NT, Linux$17,000
9.02007-SEP-20Windows NT, LinuxNew UI
9.12008-JAN-30Windows NT, Linux
9.52008-JUL-17Windows NT, Linux, macOSmacOS support
10.02009-APR-16Windows NT, Linux, macOSPyro FX
11.02010-JUL-27Windows NT, Linux, macOS$6,695Flip Fluids
12.02012-MAR-01Windows NT, Linux, macOSBullet RBDs
12.12012-AUG-07Windows NT, Linux, macOS
12.52013-MAR-14Windows NT, Linux, macOSVDB support, Polysoups, Wrangle Nodes
13.02013-OCT-31Windows NT, Linux, macOSFEM Solver, Packed Primitives
14.02015-JAN-15Windows NT, Linux, macOSPBD Grain Solver, Crowd Tools
15.02015-OCT-15Windows NT, Linux, macOS
15.52016-MAY-19Windows NT, Linux, macOS
16.02017-FEB-21Windows NT, Linux, macOS$6,995New Network Editor, Node Shapes
16.52017-NOV-07Windows 7 SP1+, Linux, macOS 10.10.2+$6,995
17.02018-OCT-10Windows 7 SP1+, Linux, macOS 10.11+Vellum
17.52019-MAR-13Windows 7 SP1+, Linux, macOS 10.11+Procedural Dependency Graph
18.02019-NOV-27Windows 8+, Linux, macOS 10.13+Solaris
18.52020-OCT-17Windows 8+, Linux, macOS 10.13+KineFX
19.02021-OCT-27Windows 8+, Linux, macOS 10.13+$6,995Karma, CFX
19.52022-JUL-21Windows 8+, Linux, macOS 10.15+$6,995
20.02023-NOV-8Windows 8.1+, Linux, macOS 11+$6,995KarmaXPU, APEX
20.52024-JUL-10Windows 10+, Linux, macOS 11+Copernicus
21.02025-AUG-27Windows 10+, Linux, macOS 11+KineFX motion Mixer, OTIS

Features

[edit]
SideFX Houdini 21 user interface

Houdini covers all the major areas of 3D production, including these:

  • Modeling – All standard geometry entities including Polygons, (Hierarchical)NURBS/Bézier Curves/Patches & Trims,Metaballs
  • Animation – Keyframed animation and raw channel manipulation (CHOPs),motion capture support
  • Rigging - proprietary KineFX and APEX systems
  • Particles
  • Dynamics –Rigid Body Dynamics,Fluid Dynamics, Wire Dynamics,Cloth Simulation,Crowd simulation.
  • Lighting – node-based shader authoring, lighting and re-lighting in an IPR viewer
  • Rendering – Houdini ships with SideFX's rendering engines Mantra and Karma; Houdini Indie licence and up support 3rd party rendering engines, such asRenderman, Octane, Arnold, Redshift,V-ray, and Maxwell (soon).
  • Volumetrics – With its native CloudFx and PyroFx toolsets, Houdini can create clouds, smoke and fire simulations.
  • Compositing – full compositor of floating-point deep (layered) images.
  • Plugin Development – development libraries for user extensibility.

Houdini is an open environment and supports a variety of scripting APIs.Python is increasingly the scripting language of choice for the package, and is intended to substitute its original C Shell-like scripting language,HScript. However, any major scripting languages which support socket communication can interface with Houdini.

Tools

[edit]

Operators

[edit]

Houdini's procedural nature is found in its operators. Digital assets are generally constructed by connecting sequences of operators (orOPs). This proceduralism has several advantages: it allows users to construct highly detailed geometric or organic objects in comparatively very few steps; it enables and encourages non-linear development; and new operators can be created in terms of existing operators, a flexible alternative to non-procedural scripting often relied on in other packages for customisation. Houdini uses this procedural generation in production oftextures,shaders,particles, "channel data" (data used to drive animation),rendering andcompositing.

Houdini's operator-based structure is divided into several main groups:

  • OBJs – nodes that pass transform information (Traditionally these contain SOPs.)
  • SOPs – Surface Operators – for procedural modelling.
  • POPs – Particle Operators – used to manipulateparticles systems.
  • CHOPs – Channel Operators – for procedural animation and audio manipulation.
  • COPs – Composite Operators – used to perform compositing on footages.
  • DOPs – Dynamic Operators – for dynamic simulations for fluids, cloth, rigid body interaction etc.
  • SHOPs – Shading Operator – for representing a dozen or more different shading types for several different renderers.
  • ROPs –render operators – for building networks to represent different render passes and render dependencies.
  • VOPs – VEX operators – for building nodes of any of the above types using a highly optimized SIMD architecture.
  • TOPs - Task Operators[10]
  • LOPs - Lighting Operators - for generating USD describing characters, props, lighting, and rendering.

Operators are connected together in networks. Data flows through, manipulated by each operator in turn. This data could represent 3Dgeometry,bitmap images, particles,dynamics,shaderalgorithms,animation,audio, or a combination of these. Thisnode graph architecture is similar to that employed in node-basedcompositors such asShake orNuke.

Complex networks can be grouped into a singlemeta-operator node which behaves like a class definition, and can be instantiated in other networks like any compiled node. In this way users can create their own sophisticated tools without the need for programming. In this way Houdini can be regarded as a highly interactive visual programming toolkit which makes programming more accessible to artists.

Houdini's set of tools are mostly implemented as operators. This has led to a higher learning curve than other comparable tools. It is one thing to know what all the nodes do – but the key to success with Houdini is understanding how to represent a desired creative outcome as a network of nodes. Successful users are generally familiar with a large repertoire of networks (algorithms) which achieve standard creative outcomes. The overhead involved in acquiring this repertoire of algorithms is offset by the artistic and algorithmic flexibility afforded by access to lower level building blocks with which to configure shot element creation routines. In large productions, the development of a procedural network to solve a specific element creation challenge makes automation trivial. Many studios that use Houdini on large feature effects, and feature animation projects develop libraries of procedures that can be used to automate generation of many of the elements for that film with almost no artist interaction.

Also unique to Houdini is the range ofI/OOPs available to animators, includingMIDI devices, raw files orTCP connections, audio devices (including built-inphoneme andpitch detection),mousecursor position, and so on. Of particular note is Houdini's ability to work with audio, including sound and music synthesis and spatial 3D sound processing tools. These operators exist in the context called "CHOPs" for which Side Effects won a Technical Achievement Academy Award in 2002.

VEX (Vector Expression) is one of Houdini's internal languages. It is similar to theRenderman Shading Language. Using VEX a user can develop custom SOPs, POPs, shaders, etc. The current implementation of VEX utilizesSIMD-style processing.

Rendering

[edit]

Houdini is bundled with a production-class renderer, Mantra, which had many similarities toRenderMan in its scope and application in its initial incarnation.Micropolygon rendering is supported, allowing high-quality displacement operations as well as traditional scan-line and raytracing modes. Shaders are scriptable and composed in their VEX language, or by using VOPs; their node-based interface to programming VEX. Mantra (as does Houdini itself) also supports point-clouds, which can be similar in application as brickmaps in Renderman. This allows more complicated light interactions, such as sub-surface scattering and ambient occlusion, to be produced with lower computational overhead. Mantra can perform extremely fastvolume rendering, and also physically basedpath-tracing – a technique which attempts to more accurately model the physical interactions of light and materials.

TouchDesigner

[edit]

Derivative Inc. is a spin-off of Side Effects Software that markets a derivative of Houdini calledTouchDesigner. Tailored toward real-timeOpenGL-generated animation, it was used on rock groupRush's 30th-anniversary tour to produce dynamic graphics driven directly by the musicians.[11]TouchDesigner was also used by Xite Labs (formerly V Squared Labs) to create live visuals forAmon Tobin'sISAM installation tour.[12]

Production

[edit]

Notable works in which Houdini was used include the 1997Contact movie and more recent 2016Zootopia.[2][4]

See also

[edit]

References

[edit]
  1. ^"First Houdini 21 Production Build is now available". 23 Oct 2025. Retrieved2025-11-14.{{cite web}}: CS1 maint: url-status (link)
  2. ^abc"Side Effects Software – 25 years on".fxguide. 27 February 2012.Archived from the original on 16 March 2021. Retrieved23 January 2021.
  3. ^"3D Modeling Software in 2021". Retrieved2022-05-19.
  4. ^ab"Disney Animation Studios | Zootopia | SideFX".www.sidefx.com.Archived from the original on 2021-07-14. Retrieved2021-07-14.
  5. ^"Raya and the Last Dragon | SideFX". Retrieved2022-04-03.
  6. ^"Grid Engine User Stories ::: DNA Productions". 2006-12-14. Archived fromthe original on 14 December 2006. Retrieved2022-05-22.
  7. ^"Houdini: Magic Doesn't Just Happen | Linux Journal".www.linuxjournal.com.Archived from the original on 2021-01-30. Retrieved2021-01-23.
  8. ^"REVIEWS: Houdini 4.0 | Computer Graphics World".www.cgw.com.
  9. ^"Sun And Side Effects Software Unveil Houdini 3D For Solaris".HPCwire. 17 August 2001.Archived from the original on 14 December 2020. Retrieved23 January 2021.
  10. ^"Houdini 17.5 Launch Event". 8 March 2019.Archived from the original on 8 March 2019. Retrieved8 March 2019.
  11. ^"Rush 30th Anniversary Tour".Derivative. 15 October 2004.Archived from the original on 30 January 2021. Retrieved23 January 2021.
  12. ^"Amon Tobin ISAM WORLD TOUR".XiteLabs. 1 August 2021.Archived from the original on 2 August 2021. Retrieved2 August 2021.

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