Blog

21st February 2017 - We are pleased to announce that the Carbon Plug-in is now available for Houdini 16 on both Windows and Linux.
We recommend using Carbon with Houdini 16.0.528 or later, as earlier versions used a build of TBB with a memory bug in it.

29th January 2017 - Congratulations to Rodeo FX for the great visual effects in Black Sails  - Season 4 , 
including the ship sails that were simulated with Carbon.

12th January 2017 - We'd like to welcome our first Carbon customer down under. 
Animal Logic has become the latest major studio to license Carbon.
We look forward to enjoying the great work they produce with Carbon over the coming years.

18th November 2016 - Congratulations to Double Negative for the great visual effects in "Fantastic Beasts and Where to Find Them". Double Negative's technical artists are using Numerion's Carbon on a number of shows including, Fantastic Beasts and Where to Find Them, Miss Peregrine's Home for Peculiar Children, Assassin's Creed and Wonder Woman. Visual effects being created with Carbon include hero clothing closeups, feathers and vegetation.


21st September 2016 - Congratulations to Change of Paradigm on the launch of their e-commerce website displaying 3D simulated clothing.
MIXIMALISTE brings you exclusive collections from coveted designers one at a time.

1st September 2016 - We are pleased to announce the availability of the latest Carbon Plug-in build, which has some exciting new features.

1) Houdini 15.5 now supported. Our latest build now supports Houdini 15.5 and includes both python 2.6 and python 2.7 support.

2) NEW Carbon SOP Simulation nodes allow you to run Carbon with the Houdini standard license (rather than needing the more expensive FX license). Also the SOP nodes are much more artist friendly. The Carbon SOP Simulation has initially a smaller feature set than the DOP equivalent (no Carbon Plumage, Actor, Draping or Joint nodes for now), and is a little slower, but is way more Artist friendly with the ability to directly paint parameters maps and select constraint points from the relevant Carbon nodes. There are links inside the documentation to the SOP examples when they are available.

3) An exciting new feature is the ability to use the Carbon Binding node between two soft objects (Cloth/Cloth, Cloth/Tetra or Tetra/Tetra), allowing you to add things such as pockets onto garments without requiring matching points or tessellation on the geometry underneath. Check binding.hip for a Cloth/Cloth attachment example.

4) NEW Carbon Welding parameters now allow springy attachments between Cloth and Rigid Body objects. The new Carbon Welding Actor/Soft mode allows to tether Carbon Cloth or Tetra to the world without the need for a Carbon Collider. Look at the modified welding.hip file for an example.

5) You can now animate the Binding/Stitching/Welding/Seaming/Draping point groups and parameters, so its possible to emulate effects such as tearing, temporary pinning, ... etc. Check out the stitching.hip file for an example of a tearing effect.

In addition we have added a few general fixes, and various other improvements to all our constraints.

If you would like to evaluate this latest release please contact us -  This email address is being protected from spambots. You need JavaScript enabled to view it.

1st July 2016 - We are very excited to announce we have started a new Innovate UK supported project "Total Capture" with Andy Serkis' Imaginarium Studios and CVSSP @ University of Surrey.

TOTAL CAPTURE is an eighteen-month applied research project to research, develop and demonstrate new ways for teams of creative professionals to create real-time animation collaboratively on set, using enhanced performance capture technologies, without the need for extensive technician support. The goal is to develop highly automated, easy-to-use technologies that put the emphasis back onto the creative process, reduce costs, and merge the present five stages of development, pre-production, production, post and distribution. The outcome is designed to support the creation of animated feature movies, TV, video games, visual effects applied to live performance in the theatre or concert venue, and streaming content for immersive virtual experiences and novel types of game.

The partnership brings together Europe’s leading performance capture studio (The Imaginarium), a specialist in physics engines for VFX and video games (Numerion Software) and a leading UK research centre specialising in advanced video and performance capture technology (University of Surrey).

June 14th 2016 - By Popular request we've prepared some Houdini examples of how to use Carbon Tets to simulate sliding and deforming character skin, with volume preservation. These examples are immediately available on request and will also be included in the next Carbon release.

Read more about skin deformation with Carbon Tets here.

 

3rd May 2016 - We have just released our third soft body node for the Carbon Houdini Plug-in.

Carbon Plumage is available now. This easy-to-use solution delivers interactive to real-time simulations of thousands of rigid and soft feathers. Carbon Plumage fully interacts  with all Carbon nodes, allowing to have multiple Plumages, Rigid Bodies, Cloths and Tetras  in the same simulation with full collision and realistic behavior! Additionally, users can grow and shrink feathers, animate material properties, and create feather laminations. Each individual  Plumage contains up to 3 base feathers, which can be interpolated with a simple paint map to generate a Plumage with thousands of unique feathers. The seamless integration into Houdini, paired with a variety of tutorials, allows beginners and experienced users to achieve great results in a matter of minutes. Similar to Carbon Cloth, Carbon Plumage can be used for its obvious purpose and also for scales or spines, or even foliage. Read more about Carbon Plumage here.