![]() ![]() The API I will have to reimplement is not Houdini’s, but hbridge’s API, which would have something like 5 symbols. I wouldn’t have come talk here My plan is to make two versions of hbridge: one GPL, that does nothing another one not GPL, but not using anything related to Blender and not distributed with my Blender branch. ![]() Could someone help me with this? Any other suggestion or feedback is welcome, of I actually respect Blender developers a lot, as well as their choice of releasing under the GPL. To do so, I would like to make the intern/hbridge library I introduced dynamically linked, instead of statically linked by Blender. I have a first proof of concept available here: GitHub - eliemichel/HoudiniEngineForBlender: Branch of Blender featuring a Houdini Engine based modifierīut before going any further, and in particular before implementing the truly useful part that would be to be able to send data from Blender to Houdini Engine (what I call “support for SOP nodes” in the readma), I would like to comply with the restriction of the GPL. I wrote a branch of Blender introducing a new special modifier that is able to call Houdini Engine assets for geometry processing. It is available here: GitHub - eliemichel/OpenMeshEffectForBlender: A branch of Blender featuring an Open Mesh Effect modifier The Open Mesh Effect branch of Blender implements this API to enable the use of arbitrary runtime plugin written for instance in C++ directly in the modifier stack. To learn more about Houdini Engine becoming free for Unreal Engine and Unity developers watch the video below.Open Mesh Effect is an API for standardizing mesh processing effects like Modifiers that can be distributed as plugins and loaded at runtime. You can learn more about the Unity plugin here and the Unreal Engine plugin here. Unfortunately the free version of Houdini, Houdini Apprentice does not work with Houdini Engine. Users will still need a Houdini Core/FX or Indie license to be able to author Houdini content, although it will make it possible for them to run Houdini simulations created by other users. These procedural assets work within the editor for content creation and are baked out before going to runtime. Houdini Engine does the processing work on the assets, and delivers the results back to the editor. Through the power of Houdini Engine, procedural tools and assets built in Houdini with custom-tailored interfaces can be brought into UE4 and Unity, and used by game artists whether they know Houdini or not. Previously free for artists using Houdini Indie, this now gives commercial artists and studios the ability to widely deploy procedural assets created in Houdini to the UE4 and Unity real-time 3D platforms for use in game and XR development, virtual production and design visualizations. ![]() SideFX is pleased to announce that Houdini Engine for UE4 and Houdini Engine for Unity are now available for commercial customers for free. With today’s announcement, Unity and Unreal Engine users will be able to use Houdini Engine in their games, completely free. Houdini Engine is a runtime that enables you to run Houdini generated simulations in other applications, such as Maya, Unreal and Unity. Houdini is a popular long running 3D application from SideFX software that is known for it’s procedural approach to basically the entire 3D process. Houdini Engine is now available for free for Unreal and Unity game developers. ![]()
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