Try it out for free here https://pixologic.com/zbrush/trial/
More info to follow
|possible picture of the new chip|
NEW PARTICLES; TO BE OR NOT TO BE?
Particles have always played a key role in the creation of VFX in Houdini even as Rigid Body Dynamics, Fluids and Cloth effects have begun to take over. With Houdini 13, particles have been fully integrated into the dynamics context for better behaviour, more control and interaction with other simulation tools. This vex-based architecture is multi-threaded and allows for speeds up to 10x faster and cached results that allow for scrubbing back and forth in the timeline. To control these particles, there is a new stream concept as well as the use of VEX-based expressions which are much faster and more flexible. There are also new tools and forces such as the Axis Force which uses 3D volumes to control particles.
ARE YOU IN YOUR ELEMENT?
To create realistic destruction effects, the industry is moving to the use of finite elements. In Houdini 13, the Finite element solver brings this leading edge technology to the forefront.The Finite Element solver analyses the stresses on an object then either bends or breaks the object. It can also be used for soft body effects with volume preservation. With the new Finite Element solver, Houdini 13 will take the simulation of digital destruction (and gooey slimy objects) to the next level.
BLINDING; NEW LIGHTING WOR KFLOW
A new lighting work flow has been built around the use of Alembic and Packed Primitives as a way of efficiently managing massive datasets.This new work flow offers a new Data tree view for working with the Alembic files and assigning materials and light assignments. This new work flow is linear out of the box and along with improvements to the quality and performance of Mantra offers a powerful set of lighting tools. In professional production pipelines these new tools will offer a robust solution that makes Mantra’s physically-based rendering a very attractive option.
DONT SHOOT; ENHANCED BULLET SOLVERThe Bullet solver in Houdini is now more accurate and supports most geometry types out of the box. it is much faster and scalable and can be used in conjunction with packed primitives for efficient instancing of pieces. There is also a new debris shelf tool for adding detail to really sell a shot.
LETS GET WET; FLIP FLUIDS AND OCEAN FXThe FLIP fluid and Ocean FX tools in Houdini continue to evolve with a new mist solver, new shelf tools and a new Fluid surfacer that is much faster. A new ocean material is available and the integration of FLIP fluid sims and larger OceanFX surfaces is easier than ever.
OPEN STANDARDS, LETS SHARE
Houdini continues to support industry standards which make it easier for artists to work in a multi-application environment.
Mantra Render Types
Houdini is on the right track and has been for most of its many releases, this is by far the best version yet and if the FX part of Houdini was an integral part of the reg. packages it would be a 10/10 but its not, however, its still very remarkable what they have achieved and Houdini delivers again. We highlighted in red the render part we think is setting new standards, a volumetric render is currentlt not possible with iray (3ds max) and its a killer hardware bassed render. I guess the other companies now need to look over the shoulders of sidefx and their incredible team.