Houdini Engine lets you load Houdini Digital Assets into other digital content creation apps such as Autodesk Maya and 3DS Max, Cinema 4D, Unity, and Unreal Engine 4. You can also use the Houdini Engine API to create your own plug-ins for proprietary applications. Houdini Engine can also be used on the farm when you distribute key tasks such as rendering, simulation, motion and geometry caching. Houdini Engine gives you command-line access to Houdini's powerful node-based architecture. You can use the Houdini Engine in batch mode to feed the render farm and process distributed dynamic simulations.
SideFX is pleased to announce that Houdini Engine Indie is now available for free (previously $99). Independent game devs and CG artists can now freely load Houdini Digital Assets built using Houdini’s procedural node-based workflow into apps such as Unity, UE4, Maya and Cinema4D. To create custom tools, game devs can use Houdini Indie to create assets in the Houdini interface for use in both Unity and UE4. Houdini Indie is available for $199 USD per year.
"This is exciting news for indie developers who want to enhance the procedural features in Unreal Engine 4," said Epic Games CTO Kim Libreri. "Houdini Engine Indie brings amazing power to the table which makes it possible for smaller teams to more easily achieve AAA-quality results."
Houdini Engine Indie works with all of the Houdini Engine plug-ins including Unity, UE4, Autodesk Maya, Cinema 4D and Autodesk 3DS Max. These plug-ins let game devs load Houdini Digital Assets which can be created in Houdini Indie or downloaded from the Unity Asset Store and the Orbolt 3D Smart Asset store.
Houdini Engine Indie is available for free from SideFX.com. There is a limit of 3 licenses per studio. To qualify for this limited commercial license, Indie developers must make less than $100K USD per year.
Sky City VR is now available to download and play for free!
Kim Davidson, President and CEO of Side Effects Software discusses the role procedural software can play in the creation and deployment of game art. Kim...
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