KineFX: APEX-driven Rigging and Animation
Production-ready for all riggers and animators
Additional auto-rig components e.g. limb, hand, foot, neck, scapula, ulna
Spine rig component v3.0 with interactive squash & stretch and more
Enhancements to reverse foot, including rotational toe control
Fast, interactive and easy to use rig builder with viewport drag-n-drop
Ability to rapidly build complex facial rigs with blend shape support
Simplified procedural auto-rig component creation based on graph fusion
Updated Electra rig with twist joints, reverse foot, clavicle, bendable IK/FK
Fully rigged realistic human: Otto v1.0
Many enhancements to APEX graphs and APEX scripting
Fast in-place APEX cooking of SOP verbs, similar to compiled SOPs
Convenience nodes for converting KineFX characters to packed folders
Streamlined ragdoll configuration workflow
Ability to animate ragdoll stiffness, damping ratio, rest length and more
Revamped constraint system with support for multiple concurrent constraints
Soft and hard ragdoll tether constraints
Parent, Static and LookAt constraints
Automatic constraint offset controls
Option to create custom constraints and build on top of standard set
Ability to add keyframes to mirrored controls automatically
Full-body IK posing with high-level targets for streamlined animation
Ability to inherit animation layers from upstream APEX animation nodes
Hotkeys to grow and shrink a selection of controls
Unified and streamlined keyframe baking workflow
IK/FK switching
Playbar Ripple tool to move all keys before or after cursor location
Enhancements to selection sets e.g. rig control management and display
Hotkey-driven rig control pick-walking with topological heuristics
Animatable rig control feedback e.g. shape and color
Ability to hide rig controls when scrubbing and dragging
Posing with invisible controls a.k.a. direct skin manipulation
GPU-accelerated skin and blend shape deformation in future production build
Customizable look-and-feel of standard 3D handles
Rewritten audio subsystem based on FFmpeg with smooth scrubbing
Scene Add Prop node options for animated and deforming geometry
Animation transfer with APEX Animation from Skeleton
Up to 6x faster panning in the Animation Graph Editor
Completely redesigned Animation Catalog a.k.a pose library
Motion Mixer (beta) with tracks, clips, NLE-style GUI and native APEX support
Motion-mixing of arbitrary APEX rig controls, not only skeletal animation
Fully-featured APEX animation environment available as a Mixer effect
Built-in support for ML-driven skin deformation with custom training recipes
glTF importer for character, animation and skinned geometry
Countless UX improvements across the board
CFX
OTIS: robust, GPU-accelerated Organic Tissue Solver for muscle and tissue
Otis: FEM-level physical quality and faster than Vellum
Simultaneous, fully coupled muscle and tissue simulation
Robust volume-based muscle & tissue collisions immune to initial intersections
Muscle and tissue configuration nodes redesigned for ease of use
Reengineered tissue mesh generation allowing for robust fat-muscle collisions
Otto: humanoid rig with bone geometry and full muscle and tissue system
Ability to transfer full muscle rigs and bone geometry between characters
ML Deform model trained on Otto’s muscle system
Real-time APEX animation of ML Deform-trained characters
ML Train Deform recipe to facilitate training with user data
Armature system for quasi-static muscle capturing, simulation and deformation
Armature Deform node designed for data training for ML deformation
Organic Deformer node to minimize tetmesh energy for improved accuracy
Muscle Deintersect node to remove small intersections
Ability to blend overall activation in Muscle Flex SOP
Automatic muscle-to-tension line matching and multiple lines per muscle
UI/UX enhanced Muscle Constraint Properties node
Muscle Tension Line Activate node for procedural and user-friendly activation
Muscle Auto Tension Lines for easy, procedural definition of tension lines
Muscle Adjust Volume to control muscle mass with collision support
Many functionality enhancements to Muscle Solidify
Remove Fat node to control how fat tissue influences muscle transfer
Tenfold speedup of procedural fibre direction computation
3-4x faster tetrahedral conversion
GPU-accelerated edge relaxation with surface sliding support
GPU-accelerated delta mush
Fast grooming with Parallel Transport Along Geometry
Guide Clump Center to generate center lines of hair clumps
Guide Surface to generate triangle surfaces over hair grooms
Guide Fill to populate empty points on guide interpolation meshes
Guide Find Strays to identify and group stray hairs for downstream grooming
Geometry | Modelling | Environments
Powerful shot sculpting toolset with NLE-style GUI for character finalling
Much improved Elastic Grab, Scale, Pinch and Twist sculpt brushes
Plow and Planar sculpt brushes for added artistic control
Option to sculpt using surface distance falloff
Convenient in-node management of sculpt masks
Ability to import upstream attributes into in-node sculpt masks
Procedural, frame coherent extraction of geometry contours
Unsubdivide node to reduce the resolution of previously subdivided meshes
Improved Paint SOP performance with geometry groups
Enhanced Texture Mask Paint w.r.t. UDIMs, alpha and mask flattening
Bidirectional ray support and options for group transferring in Ray SOP
Ability to model branching curves as well as cutting and joining curves
Adaptive quad remeshing for improved results on organic geometry
Procedural and interactive edge flow control in quad remeshing
Support for the @ attribute syntax for vertex groups
Many enhancements to Poly Extrude SOP
Ability to un-overlap pieces of geometry identified by string or int attribute
Ability to use UV Fuse in compiled blocks for faster performance
Versatile UV map generation with UV Flatten from Points SOP
Topological sliding guided by curve references
Edge relaxation node to match reference geometry
Extrapolation enhancements to attribute filling
OpenCL topology bindings for half-edge attributes and tetmesh adjacency
OpenCL-accelerated attribute sorting
Multithreaded geometry sorting
Redesigned, COP-powered hydraulic terrain erosion with simplified controls
Option to output erosion sediment, flow and debris
Neural brush-based terrain generation with trained models in Content Library
See also scattering tools in Copernicus
Pyro | Crowds | RBD
Rich set of pyro recipes such as thruster exhaust, fire portal and wispy smoke
Fast, accurate and frame coherent ML-based pyro upres node
ML Train Volume Upres recipe for user-specific scenarios
Gas Remap node to shift and scale a scalar volume field into new range
Gas Burn node to control flame field dissipation and emit smoke and heat
Enhanced turbulence controls in pyro solver
Partitioning of large point clouds to execute efficiently on OpenCL devices
Ability to blend between animation clips based on crowd agent’s turn rate
Support for parent-child agent setups via crowd motion path toolset
Easy to use fracture-and-destruction system built into dynamic car rigs
Options for fans and propellers to support spinning parts in motors
Easier to have vehicles jump off the ground at specified locations
See also Otis solver in CFX and COP solvers in Copernicus
Bullet solver v3.25
MPM
Multi-faceted enhancements to post-simulation pipeline
Surfacing node to efficiently generate render-ready geometry
Surface tension support for realistic liquid behaviour
Debris emission for secondary particle simulations
Deterministic particle-to-grid option for reproducible results and speed
Ability to emit particles on top of existing particles to fill MPM container
Support for the ‘age’ point attribute in MPM Source
Ability to add upper and lower padding to MPM container
Dedicated nodes for streamlined post-simulation processing
Specialized post-simulation nodes for stiff material destruction e.g. metal
Updated recipes to support the new post-simulation pipeline
Auto sleep mechanism for faster simulation and sag-free initialization
Per-voxel variable thickness and friction support in colliders
Highly accurate deforming colliders
Dedicated MPM shelf for easy access to all MPM examples
Neural Point Surfacing
ML-based animated particle surfacing for enhanced realism
Dual benefit of improved detail sharpness and surface smoothness
Better quality and detail preservation than analytical method on same datasets
Remarkably robust and frame coherent
Partitioning support for massive point clouds
Four pre-trained material presets for quick results
Custom user-trained models for tailored surfacing allowed
Training network available in Content Library
Solaris
Live link to Render Gallery via Live Render LOP
Render region support in the Render Gallery
Powerful, easy to use image filtering and slap-comp powered by COPs
Improved Layout LOP functionality and robustness
Render Pass LOP to set up object visibility for multiple passes
Interactive viewport support for render pass selection
Scene Graph Tree expansion to hierarchically control scene visibility
Shot builder system for multi-shot workflows (beta)
Bespoke asset resolver for built-in USD file versioning (beta)
Dedicated Portal Light LOP for more straightforward portal setup
Geometry Light LOP to turn geo primitives into lights via Light and ShadowAPI
Deactivated lights no longer visible in the Light Linker
USD path expressions for collections or collection-based material bindings
Better distinction between variants and exploration with Explore Variants LOP
Better support for changing number of RBD pieces for emission and culling
Enhancements to Geometry Clip Sequence LOP
‘Children’ column in Scene Graph Tree to display count of direct child primitives
Clearer distinction between active and inactive primitives in Scene Graph Tree
Time Samples display in the Scene Graph Details pane
Simplified USD primitive authoring from SOP point attributes
Tiled and mip-mapped EXRs when saving COP image
Scene Viewer to keep multiple non-HoudiniGL/VK delegates active at once
Customizable ‘t’ ‘r’ ‘e’ hotkeys in the Scene Viewer
Auto collections for matching USD primitives by attribute value
Support for UTF8 in editing USD primitives, properties and variants
Improved support for nodes with multiple outputs
Asset Gallery renamed “Asset Catalog”
Support for third party render stats
Hydra 2 scene processing pipeline with good UsdSkel performance
Adobe USD file plugin integration for USD export to FBX and glTF
USD v25.05 and MaterialX v1.39.3
Karma CPU & XPU
Closer visual parity between Karma CPU and Karma XPU
OpenPBR support
Fully Hydra 2.0 enabled
Support for USD portal lights and USD camera clipping planes
Support for USD polymesh, point, and curve lights
More efficient emission sampling
Ability to disable light attenuation
Disk-shaped light rendering of focused light beams such as lasers
Improved handling of refraction through thin walled surfaces
Improved fake caustics via indirect rays
Improved filtering of mipmaps
Creation of .tx (TIFF) textures with imaketx
Recipe for MikkT Normal Map to indicate type of normal map
Backface and frontface culling of points and point meshes
Ability to control behaviour of primvar pruning optimization
Limit Color parameter to specify output color when Karma hits a ray limit
Utility Path Expression parameter to write out utility AOVs through refraction
Shadow Catcher parameter to add holdout shadows to the beauty AOV
Vertex displacement on curve meshes when displacement shader is present
Ability to scale points and curve widths without modifying input geometry
Cell style enhancements to MtlX WorleyNoise 2D and 3D
Ray switching based on type e.g. Cd, SSS, glossy refraction
Faster and more memory efficient rendering of subdivision surfaces
Dedicated whitewater shader
Direct rendering of OpenVDB points
Accelerated motion blur rendering of VDB volumes
Volume shadow step rate control for better performance
Native support for integer and vector volumes
Support for USD colorSpace metadata on material parameters
Automatic exporting of basecolor AOV
More realistic hair rendering with combined use of melanin and attenuation
Fur rendering enhancements: GGX wetness and presets
Support for sub-surface scattering (SSS) trace sets: maximum 4 on XPU
Ability to orient hextiles based on curve tangents
Automated way to invert alpha channels directly inside Karma
Improved/smoother rendering of isosurfaces
Ability to write out albedo AOV based on specific path or BSDF component
Accurate identification of lat-long, mip-mapped and tiled OpenEXR textures
Dicing enhancements to improve rendering of scenes with large displacement
Stencil map support for a fast way to control polygon visibility via ST coords
Synchronized nested dielectric priorities between CPU and XPU
CoordSys primitive discovery
OIDN denoiser v2.2.1
Ability to denoise with CPU only
Automatic switching to bucket mode when rendering deep images
Husk support for render pass specification
Render stats and Husk information included in deep image metadata
Support for custom metadata in render products and AOVs with Husk
Improved handling of deep image RGBA channels in Husk
Ability to assign default render delegate to Husk
Husk auto-tiling, including deep image support
Husk support for viewport render delegates such as Vulkan
CPU: GPU-accelerated texture baker – see also Copernicus
CPU: High-quality non-photorealistic (NPR) outline generation
XPU: Precompiled render kernels for faster startup
XPU: Optimized compilation of user-defined shaders
XPU: volumetric light support
XPU: Uniform volume rendering that matches the CPU renderer
XPU: Support for partial opacity in conjunction with background holdouts
XPU: Ability to prevent background holdouts from receiving shadows
XPU: Support for shadow linking of up to four geometry subsets
XPU: Ability to blend up to 16 MtlX Standard Surfaces
XPU: Improved memory use by sharing GPU memory with COPs
XPU: Improved data deduplication
XPU: Support for string primvars
XPU: Multi-importance sampling (MIS) compensation for noise reduction
XPU: Ability to select specific Intel Embree and NVIDIA OptiX devices
XPU: Initial support for Gaussian Splats, with lots more to come
General UI | UX
Faster and fully redesigned node info in all supported OP contexts
Redesigned multi-parm UI/UX to allow interactive reordering and more
More consistent look and feel of guides and handles in all Houdini contexts
Recipe Builder subnet to preserve recipe content and capture settings in .hip
“Forever” playback mode to advance playbar indefinitely
“Live Simulation” mode to run simulations continuously regardless of playbar
Non-contiguous character matching in text editor autocomplete
Ctrl-clicking Reset Simulation to also clear the simulation cache
Flexible framework for binding hotkeys to actions
Support for binding key sequences to hotkey actions
Volatile hotkey symbols to toggle display options
PDG & TOP Task Management
ML Train Style Transfer to train data using two classes of images
ML Train OIDN node for training an OIDN denoising filter model
PDG Training Monitor panel for ML training visualization
Convenient one-node wrapper for GLTF ROP and ROP Fetch
Simplified file set preparation with Preflight node
Ability to import work items from an externally-defined TOP network
Ability to run python script defined in an external .py file
Enhancements to python scripting when cooking out of process
Attribute String Edit to modify string attributes based on defined filters
Attribute Classify to examine work items based on unique values
Easy importing of key/value attribute pairs into a dictionary
Partition by Frame option to filter input work items by their frame value
ProRes codec encoding on macOS with FFmpeg Encode Video
Ability to control root job verbosity with HQueue, Deadline and Tractor
Deadline Scheduler restored to scheduling work items as tasks by default
Houdini Engine | Plugins | HQueue | Platforms
Houdini Asset Editor for Unreal
Unreal PCG integration with ability to use HDAs in PCG graphs
Unreal plugin performance optimizations
HEngine plugin support for UE 5.5-5.6, Maya & 3ds Max 2026, Unity 6.0-6.1
HEngine API: faster data transfer via optimized shared memory side channel
HEngine API: Python bindings using Nanobind
HEngine API: support for Copernicus
Unity plugin optimizations and UX improvements
Output Log and HDA panel in 3ds Max
Quality of life improvements to the 3ds Max plugin
HQueue option to control client permissions on job output files
Pattern matching in HQueue ROP and TOP nodes for client parameters
Easier HQueue ROP job command customization using XML-based format
Port to x86_64-v3 feature level for additional compile-time optimizations
Greatly reduced startup time on certain Windows systems
Greatly reduced filesystem activity when loading Houdini
Upgraded A/V encoders and decoders
Adherence to VFX Reference Platform CY2025
Qt 6.5 default and 5.15 separate download
Python 3.11 only
SideFX Labs
Advanced biome toolset now in beta
Built-in presets and test geometries for common tree and bush types
Intuitive and interactive viewport diagrams to help define biomes and plants
Enhanced climate-based vegetation growth with dual-layer collision resolution
Faster biome region processing from images, curves and height fields
Artist-friendly biome workflows with improved visualization and speed
Biome toolset integration with Solaris for Karma rendering
Biome setup recipe for easy quickstart
ZibraVDB integration for VDB compression, decompression, and game export
2D shape generator with intuitive viewport handles
Hexagon grid generator for gamedev
Curve and vector attribute visualization
Updated 3rd party integrations: AliceVision, RizomUV, Exoside
Updated point cloud exporter and Unreal plugin designed to work with PCG
Easy round-tripping of splines with labelled data between Houdini and Unreal
Updated Unreal plugin with artist-friendly interface for VAT importing
Computer Vision toolset for labelling & rendering synthetic data for ML training
Perforce integration as an optional install
Vulkan Viewport
Production-ready with full OpenGL parity and more
Ray-traced ambient occlusion, geometry and area lights with denoising
Fast headlight modes: dome, three-point, physical sky
Instanced USD lights
OpenPBR shader support
Multithreaded viewport update and render
No longer using or requiring far clipping plane on free camera
Preservation of near and far clipping planes on user-created cameras
Automated texture cache resizing when VRAM is needed
Zero-lag viewport mirroring for perfectly sync-ed up displays e.g. for animators
Improved rendering performance of SimpleDrawable elements
Native 3D support for Copernicus handles and interactive states
Initial support for Gaussian Splats available in future production build
MoltenVK support on MacOS
Copernicus
Production-ready for all uses except advanced compositing
Post image filtering and advanced slap-comp exposed in Solaris
Fast ray-traced geometry texture baker – see also Karma
Live USD rendering directly into COPs
Real-time capturing and processing of live video
Versatile 3D curve rasterization
VDB volume rasterization and integration along camera rays
Advanced noise types e.g. Chladni, Phasor, Bubble, Cloud 3D, Crystal
Enhancements to Worley Noise(3D) and Fractal Noise(3D)
Grunge patterns available in future production build
Tiled mosaics and Escher-style pattern generation with hyperbolic functions
Rich set of 2D operations e.g. Color Correct, Sharpen, Defocus, Wipe, ToneMap
Image deformation nodes e.g. Lattice, Bend, Corner Pin, Swirl
Layer sampling at quantized position for pixelation effect
2D tiling support
Halftone dithering that breaks UV space into multiple texture levels
Convolve 3×3 filter for edge detection, blurring, sharpening and more
Curvature computation for edge detection, similar to Derivative COP
Powerful and versatile shape scattering/stamping on curves and grids
Heat distortion and lens distortion nodes
Ability to generate mask from curves
Curve 3D node that operates both in 2D and 3D space
Conversion of depth layers to and from depth, distance and height space
Vector Transform 2D node to treat a layer’s UV values as XY location in space
Triplanar UV node to generate UV coordinates for XYZ projections
Triplanar hex-tiling to produce seamless textures over large image areas
Dedicated nodes to convert VDB volumes to image layers and back
Support for VDB inputs and outputs of float, integer and vector type
Position sampling to easily extract VDB slices or create image projections
Fetch node to bring the outputs of a remote COP into the current network
Powerful invoke capabilities via Invoke Geometry and SOP Invoke(Graph)
Ability to run python snippet on layers and geometry
Geometry spreadsheet support
Improved height field importing
Enhanced visualization of height layers
Shadow approximation based on any given height field
COP nodes as camera sources in SOPs
Support for the “3D Output” flag on all nodes
Convenient “Default Settings” window for COP-related settings
Ability to braid multiple layers into one “cable” for more efficient wiring
Full support for interactive handles and states in both COPs & SOPs
Ability to bind 2D and 3D handles to COP nodes
Improved performance for EXR files and faster OCIO conversion
Optimized OpenCL attribute transfers in compiled COP networks
Faster interoperability with Texture Mask Paint SOP
Procedural in-memory image caching for faster playback
Fixed point storage for layers that do not require higher precision
More comprehensive handling of UDIMs
Feedback looping simulation support via Block End COP
Live Simulation option for fast and unconstrained editing of sim behaviour
Reaction-Diffusion solver for biology and chemistry-inspired patterns
Native 2D “Flow” solver for real-time fluid simulations
And a new 3D sparse pyro solver for real-time fire and smoke, native to Copernicus and accessible elsewhere in Houdini