The one for 3ds max for now is developped by a third party who is not paid by anyone to do it so he just distribute it for free and obviously he didn’t spent time implementing a license system into it. I think Houdini engine for maya is different since it’s developped by SideFx. It seems to me that instead of buying so many expensive plugins for 3ds max, I can now just use houdini indie (for only 200$) and create plugins for max that I will load via houdini engine! That’s the best news of 2015 for me! Also i don’t feel like I need to learn the MCG anymore… I will instead learn Houdini more and more! You just have to find the right link on Git hub here it is (just clicjk on “latest binaires” to download it from dropbox and there is a document explaining how to install it): Before, to model such a volume I would have use Krakatoa with some Magma magic that I didn’t really understand that I just copied from bobo and the mesh it with frost and it was fast but with houdini engine the vdb are even faster and it’s easy to understand their logic!Īnd the best of all is that Houdini Engine for 3ds Max is totally free. I created a swiss cheese plugin using the vdb feature from Houdini, now inside of max. you expose the parameters that you choose and they appear in 3ds Max and you can tweak them and see the change in the viewport in real time. I didn’t find anything about that here or anywhere and I had a hard time finding where was the uinstaller and the doc but it’s finally here: Houdini engine for 3ds Max and yes you can really do stuff that only Houdini can do but inside of max.
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