Re: Opinion gathering

2017-02-16 Thread Gerbrand Nel
I'm waiting for h16 before I try character work, but shape animation in 
Houdini is an absolute pleasure!
You can use the shape sop, but I mostly use an attribute vop to blend 
shapes.
It is similar to driving shapes through ICE, so you have all the control 
you ever need.

G
On 2017/02/16 8:47 PM, phil harbath wrote:
I am very curious on how people feel about houdini’s character 
animation tools.  I am reluctant to move on from Softimage until there 
is something out there that is at least close to being on par with 
it.  Specifically the Shape Manager, non-destructive weights, and the 
animation mixer really help me get the job done, and when it comes to 
the negative things I hear about Maya it has kept me from making the 
leap in that direction even though I theoretically own 2 copies,  I 
really am hoping that Houdini is close because I really only want to 
make a change once.

thanks


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Re: Opinion gathering

2017-02-16 Thread phil harbath
so there really is no (easy) way of creating clips of animation based on a 
character set (or whatever) and loop them and blend them into other clips, I 
hate to describe it that way since I am kind of repeating my question about if 
houdini can emulate the mixer in Softimage (and perhaps sharing clips among 
like models).

thanks

From: Jordi Bares 
Sent: Thursday, February 16, 2017 2:15 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Opinion gathering

Below 

Sent from my iPhone

On 16 Feb 2017, at 18:47, phil harbath  wrote:


  I am very curious on how people feel about houdini’s character animation 
tools.  I am reluctant to move on from Softimage until there is something out 
there that is at least close to being on par with it.  

It is pretty similar and although you will miss a few things (like the mixer) 
you will get others (like muscles, advanced rigging, chops,...)

Don't worry and give it a go


  Specifically the Shape Manager, non-destructive weights, and the animation 
mixer really help me get the job done, and when it comes to the negative things 
I hear about Maya it has kept me from making the leap in that direction even 
though I theoretically own 2 copies,  I really am hoping that Houdini is close 
because I really only want to make a change once.

Shape management you do it out of the box through nodal workflow. Not as slick 
but more powerful.

Non-destructive is the name of the game.

No mixer but you have animation layers (although a bit wonky)

Rigging is way way better in Houdini

Hope it helps 

Jb


  thanks
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Re: Maya

2017-02-16 Thread Andy Goehler
The moment it ‘clicks’ in your head about the Houdini way you don’t want to go 
back. You may not feel 100% comfortable with its way of handling things, but at 
this point you’d rather talk to SideFX about the issues than looking elsewhere. 
And once you’ve experienced their customer support you’ll have your second 
‘click’ :-)

Andy

> On Feb 17, 2017, at 6:31 AM, Orlando Esponda  
> wrote:
> 
> …
> I'm trying hard to get used to Houdini since I got my Indie lic a couple of 
> weeks back, but for now I can't completely forget about Maya.
> 
> Since the first week of studying the Houdini way, it immediately felt light 
> that's the way to go. Just need a little more time to learn and cold blood to 
> do the switch for a full job.
> 
> 
> Orlando.


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Re: Maya

2017-02-16 Thread Orlando Esponda
Last year I was using 3dsmax almost exclusively because that was the "core"
DCC app in the studio I was working for. But several times had to run to
Soft because there was something impossible to do in max. I really mean
impossible because a couple of colleges were hardcore max users and TDs and
couldn't find a way to solve the problem (after lots of trying and
scripting...). Lately I've been using Maya because now that's the main app
in the studio I'm working for and yeah, I hear you Steven...  Obviously
doesn't feel at all like being in the Softimage land, but still feels much
more solid and agile than 3dsmax.

Maya is way more open than both max and soft but I think that's the same
reason why it's so easy to break things and mess things up quickly.

I'm trying hard to get used to Houdini since I got my Indie lic a couple of
weeks back, but for now I can't completely forget about Maya.

Since the first week of studying the Houdini way, it immediately felt light
that's the way to go. Just need a little more time to learn and cold blood
to do the switch for a full job.


Orlando.

On Thu, Feb 16, 2017 at 7:58 PM, Tenshi Sama  wrote:

> *made
>
> On Thu, Feb 16, 2017 at 8:58 PM, Tenshi Sama  wrote:
>
>> "Insane bad"... that make my day.
>>
>> On Thu, Feb 16, 2017 at 8:47 PM, Steven Caron  wrote:
>>
>>> i think that is just it... everyone is wired differently and are willing
>>> to put up with different amount of 'issues'. half of my issues are
>>> perfectly OK for the rest of my peers. in fact they designed it the way
>>> they did cause of 3dsmax's short comings. i find this stuff s
>>> infuriating only because i know better. but if i didn't use softimage i am
>>> sure i would be ok with it.
>>>
>>> i see release notes which on the surface make 3dsmax seeem like its
>>> getting better but when you use it, its still feels the same sluggish
>>> workflow. at least with maya i felt since the softy's joined the team
>>> things have been getting better.
>>>
>>> On Thu, Feb 16, 2017 at 4:36 PM, Artur W  wrote:
>>>
 LOL.

 That's a  nice one, however, I never felt that bad in 3ds Max. It was
 bad but never insane bad.

 2017-02-17 1:31 GMT+01:00 Steven Caron :

> i would kill to be in maya right now, in am in 3dsmax...
>
> On Thu, Feb 16, 2017 at 4:28 PM, Artur W  wrote:
>
>>
>> I use Maya and I hate it. On average, everything takes two to three
>> times longer than it should. Two thirds of the time are spent on 
>> technical
>> issues, workarounds, fixes, restarts, clean ups, extracting working parts
>> and merging them to new scenes and setting everything up again. This time
>> wasting frustrates me because I could use it to do other projects, learn 
>> or
>> even do my own projects but FUCK NO. It's a loop, never ending loop
>>
>>
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>>
>>
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>>
>
>
>
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Re: Maya

2017-02-16 Thread Eugene Flormata
I like maya fine with modeling and texturing, haven't hit any issues with
that yet.
just beyond that is the problem

On Thu, Feb 16, 2017 at 8:06 PM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> You call that rant complaint? Deng, I felt like I was on the Polo Club,
> chatting with a comrade.
> XD
>
> All right: The facts. It´s MA2017 atm, so there we have some
> improo*cough*stealing*ments in the application. Like...well...(mumbles
> something shapemanager nghh...) but anyways, now MA has RS! which
> means...what? can´t render native MR MA materials? WTF?!
>
> (Nice Vivaldi song plays in background)
>
> Back to eur lavly afternh00n we´d be glad with MA2018 once it enters
> itself this October, which will finally be a "bearable" *cough* copied
> *cough*
> ripped* cough... technology for most of eur deear Softimage...
>
> So until then, It´s Modo for modeling (heck, even Blender delivers at that
> level). And There´s is of course, the SAVIOR, MOD TOOL. To do heavy liftings
> on modeling :D.
>
> Oh HU16! Bones, topological transforms on hoverye
>
> Cheers.
>
>
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Re: Maya

2017-02-16 Thread Pierre Schiller
You call that rant complaint? Deng, I felt like I was on the Polo Club,
chatting with a comrade.
XD

All right: The facts. It´s MA2017 atm, so there we have some
improo*cough*stealing*ments in the application. Like...well...(mumbles
something shapemanager nghh...) but anyways, now MA has RS! which
means...what? can´t render native MR MA materials? WTF?!

(Nice Vivaldi song plays in background)

Back to eur lavly afternh00n we´d be glad with MA2018 once it enters itself
this October, which will finally be a "bearable" *cough* copied *cough*
ripped* cough... technology for most of eur deear Softimage...

So until then, It´s Modo for modeling (heck, even Blender delivers at that
level). And There´s is of course, the SAVIOR, MOD TOOL. To do heavy liftings
on modeling :D.

Oh HU16! Bones, topological transforms on hoverye

Cheers.

On Thu, Feb 16, 2017 at 8:58 PM, Tenshi Sama  wrote:

> *made
>
> On Thu, Feb 16, 2017 at 8:58 PM, Tenshi Sama  wrote:
>
>> "Insane bad"... that make my day.
>>
>> On Thu, Feb 16, 2017 at 8:47 PM, Steven Caron  wrote:
>>
>>> i think that is just it... everyone is wired differently and are willing
>>> to put up with different amount of 'issues'. half of my issues are
>>> perfectly OK for the rest of my peers. in fact they designed it the way
>>> they did cause of 3dsmax's short comings. i find this stuff s
>>> infuriating only because i know better. but if i didn't use softimage i am
>>> sure i would be ok with it.
>>>
>>> i see release notes which on the surface make 3dsmax seeem like its
>>> getting better but when you use it, its still feels the same sluggish
>>> workflow. at least with maya i felt since the softy's joined the team
>>> things have been getting better.
>>>
>>> On Thu, Feb 16, 2017 at 4:36 PM, Artur W  wrote:
>>>
 LOL.

 That's a  nice one, however, I never felt that bad in 3ds Max. It was
 bad but never insane bad.

 2017-02-17 1:31 GMT+01:00 Steven Caron :

> i would kill to be in maya right now, in am in 3dsmax...
>
> On Thu, Feb 16, 2017 at 4:28 PM, Artur W  wrote:
>
>>
>> I use Maya and I hate it. On average, everything takes two to three
>> times longer than it should. Two thirds of the time are spent on 
>> technical
>> issues, workarounds, fixes, restarts, clean ups, extracting working parts
>> and merging them to new scenes and setting everything up again. This time
>> wasting frustrates me because I could use it to do other projects, learn 
>> or
>> even do my own projects but FUCK NO. It's a loop, never ending loop
>>
>>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>


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 Softimage Mailing List.
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>>>
>>>
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Diseñador 3D/Multimedia
>> web: https://tenshi.carbonmade.com
>> # Cel/Whatsapp: (+593) 0984104698 <+593%2098%20410%204698>
>>
>
>
>
> --
> Diseñador 3D/Multimedia
> web: https://tenshi.carbonmade.com
> # Cel/Whatsapp: (+593) 0984104698 <+593%2098%20410%204698>
>
> --
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Re: Opinion gathering

2017-02-16 Thread Jonathan Moore
Well Tim, I was attempting to be diplomatic thinking you'd say I was being
a tad harsh.

Glad to know we're in a similar place with Modo.

My heart for Modo hasn't completely frozen over as I still have warmth for
some good old fashioned vertex pushing in Modo, but that's as far as it
goes these days. Much as I love Houdini there are occasions when I need to
leave proceduralism at the back gate.  :)

On 17 February 2017 at 03:52, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:

> I got into modo, just because MAX licencenses were round 4k $. So I tried
> it on the company I was working with at that time. I went trough a solid
> -day and night even weekends- month watching Modo tutorials (without
> installing the demo) just to get my mindset around what it did. 30 days
> later I decided I was ready (Pathway: Modeling, Shading, Baking, Sculpting,
> Schematics, Render Channels, Channel Haul, Rigging, Hair, Particles,
> constraints) so I took it for a spin on a couple of projects, it delivered:
> great lighting, rendering was fast, stable except for high poly count
> assets.. But Animation was (still is?) a pain. Playback was sluggish even
> with a brand new Quadro 4000 (new at the time) but I liked it because the
> compo team used Nuke and we never suffered troubles for color space or
> naming channels...I left the company and Modo as well. Brief experience.
>
> I was watching a couple of HU videos, they all say: "you want to get into
> the game, you need to learn how to code". So I guess this is a pretty nifty
> time to ask "Where do I enroll to learn HU at a TD level?". I need to get
> my head into coding. Where do I start? I know there should be graphical
> math in the program - somewhere- as well as specific function driven
> formulas.
>
> I thinking (at the back of my mind) if I don´t get to know those things,
> I´ll just be a HU ocean operator :( (at most).
> So if anyone could help me out with some pointersI´d deeply thank them.
>
> I was at the top of the mountain with ICE. Took me 7 years to do so. Then
> EOL.
> I don´t want that with HU math.
>
> Thanks.
>
> :D
>
>
> On Thu, Feb 16, 2017 at 9:35 PM, Tim Crowson  wrote:
>
>> Honestly I can't even say "come back in 3 years." That's basically what I
>> said 3 years ago. If it was still Luxology and not The Foundry, then maybe.
>> But at this point things are dragging on and getting a bit long in the
>> tooth. I don't want to go ranting. All I can say is I still can't recommend
>> Modo as a production backbone app with the kinds of productions I know are
>> done by folks here.
>>
>> -Tim
>>
>>
>> On Thu, Feb 16, 2017 at 5:47 PM Jonathan Moore 
>> wrote:
>>
>> I (alongside Tim Crowson from this list) have been a long term beta
>> tester for Modo, so I'll shoot from the hip here. I think Tim shares many
>> of my own thoughts and impressions and I'm sure he'll pipe in if there's
>> any aspects he disagrees with.
>>
>> First the good part, Modo remains as it's ever been the best direct
>> modelling package on earth! A mighty claim but I think it's well deserved.
>> Only recently the team at ILM used Modo for all of their kit-bashing on
>> Star Wars 'Rogue One'. And to build on it's strengths as a direct modeller,
>> Foundry moved to an incremental development strategy for the 10 series and
>> Modo has now managed to remedy that equally deserved reputation of being
>> the most unstable DCC money can buy. They're looking to carry on with this
>> incremental development approach going forward to help ensure big new
>> features aren't partnered with a stability nosedive.
>>
>> Now comes the downside, once you go past Modo's core strengths as an
>> asset creation tool due to it's great modelling texturing and rendering
>> workflows (once you submit to the shader tree approach!), it barely
>> scratches the surface of what's required for a pipeline animation toolset.
>> Now that stability has been fixed, animation and solid pipeline credentials
>> are the next target. There's so much to be remedied here it's going to be a
>> number of years before it's even ready for consideration.
>>
>> If you can afford the luxury of using Modo strictly for its asset
>> creation strengths, it's a great weapon to have in your armoury. If you're
>> looking for an XSI replacement, come back in three years.
>>
>> On 16 February 2017 at 21:15, Eugene Flormata 
>> wrote:
>>
>> for people who transitioned to modo
>> how's the stability in that program? I bought modo indie on steam when it
>> was on sale with the idea to learn it on the side,
>> but I barely got to use it. was still getting used to maya which i use at
>> work. which although I like the tools. everything like explode for reasons
>> I couldn't figure out.
>>
>> my plan is to jump on the houdini wagon come the new apprenctice, then
>> jump on indie and learn that till I'm comfortable enough to get work to buy
>> full licenses.
>> I hope it's 

Re: Opinion gathering

2017-02-16 Thread Eugene Flormata
thanks a lot for the input guys,

anyone got stability input on C4D? I work at a primarily motion graphics
company.
we just moved to maya since it was easy to shift licenses.

I just really like the ideas behind houdini
all aboard the houdini train, please don't crash..




On Thu, Feb 16, 2017 at 6:35 PM, Tim Crowson  wrote:

> Honestly I can't even say "come back in 3 years." That's basically what I
> said 3 years ago. If it was still Luxology and not The Foundry, then maybe.
> But at this point things are dragging on and getting a bit long in the
> tooth. I don't want to go ranting. All I can say is I still can't recommend
> Modo as a production backbone app with the kinds of productions I know are
> done by folks here.
>
> -Tim
>
>
> On Thu, Feb 16, 2017 at 5:47 PM Jonathan Moore 
> wrote:
>
> I (alongside Tim Crowson from this list) have been a long term beta tester
> for Modo, so I'll shoot from the hip here. I think Tim shares many of my
> own thoughts and impressions and I'm sure he'll pipe in if there's any
> aspects he disagrees with.
>
> First the good part, Modo remains as it's ever been the best direct
> modelling package on earth! A mighty claim but I think it's well deserved.
> Only recently the team at ILM used Modo for all of their kit-bashing on
> Star Wars 'Rogue One'. And to build on it's strengths as a direct modeller,
> Foundry moved to an incremental development strategy for the 10 series and
> Modo has now managed to remedy that equally deserved reputation of being
> the most unstable DCC money can buy. They're looking to carry on with this
> incremental development approach going forward to help ensure big new
> features aren't partnered with a stability nosedive.
>
> Now comes the downside, once you go past Modo's core strengths as an asset
> creation tool due to it's great modelling texturing and rendering workflows
> (once you submit to the shader tree approach!), it barely scratches the
> surface of what's required for a pipeline animation toolset. Now that
> stability has been fixed, animation and solid pipeline credentials are the
> next target. There's so much to be remedied here it's going to be a number
> of years before it's even ready for consideration.
>
> If you can afford the luxury of using Modo strictly for its asset creation
> strengths, it's a great weapon to have in your armoury. If you're looking
> for an XSI replacement, come back in three years.
>
>
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Re: Opinion gathering

2017-02-16 Thread Pierre Schiller
I got into modo, just because MAX licencenses were round 4k $. So I tried
it on the company I was working with at that time. I went trough a solid
-day and night even weekends- month watching Modo tutorials (without
installing the demo) just to get my mindset around what it did. 30 days
later I decided I was ready (Pathway: Modeling, Shading, Baking, Sculpting,
Schematics, Render Channels, Channel Haul, Rigging, Hair, Particles,
constraints) so I took it for a spin on a couple of projects, it delivered:
great lighting, rendering was fast, stable except for high poly count
assets.. But Animation was (still is?) a pain. Playback was sluggish even
with a brand new Quadro 4000 (new at the time) but I liked it because the
compo team used Nuke and we never suffered troubles for color space or
naming channels...I left the company and Modo as well. Brief experience.

I was watching a couple of HU videos, they all say: "you want to get into
the game, you need to learn how to code". So I guess this is a pretty nifty
time to ask "Where do I enroll to learn HU at a TD level?". I need to get
my head into coding. Where do I start? I know there should be graphical
math in the program - somewhere- as well as specific function driven
formulas.

I thinking (at the back of my mind) if I don´t get to know those things,
I´ll just be a HU ocean operator :( (at most).
So if anyone could help me out with some pointersI´d deeply thank them.

I was at the top of the mountain with ICE. Took me 7 years to do so. Then
EOL.
I don´t want that with HU math.

Thanks.

:D


On Thu, Feb 16, 2017 at 9:35 PM, Tim Crowson  wrote:

> Honestly I can't even say "come back in 3 years." That's basically what I
> said 3 years ago. If it was still Luxology and not The Foundry, then maybe.
> But at this point things are dragging on and getting a bit long in the
> tooth. I don't want to go ranting. All I can say is I still can't recommend
> Modo as a production backbone app with the kinds of productions I know are
> done by folks here.
>
> -Tim
>
>
> On Thu, Feb 16, 2017 at 5:47 PM Jonathan Moore 
> wrote:
>
> I (alongside Tim Crowson from this list) have been a long term beta tester
> for Modo, so I'll shoot from the hip here. I think Tim shares many of my
> own thoughts and impressions and I'm sure he'll pipe in if there's any
> aspects he disagrees with.
>
> First the good part, Modo remains as it's ever been the best direct
> modelling package on earth! A mighty claim but I think it's well deserved.
> Only recently the team at ILM used Modo for all of their kit-bashing on
> Star Wars 'Rogue One'. And to build on it's strengths as a direct modeller,
> Foundry moved to an incremental development strategy for the 10 series and
> Modo has now managed to remedy that equally deserved reputation of being
> the most unstable DCC money can buy. They're looking to carry on with this
> incremental development approach going forward to help ensure big new
> features aren't partnered with a stability nosedive.
>
> Now comes the downside, once you go past Modo's core strengths as an asset
> creation tool due to it's great modelling texturing and rendering workflows
> (once you submit to the shader tree approach!), it barely scratches the
> surface of what's required for a pipeline animation toolset. Now that
> stability has been fixed, animation and solid pipeline credentials are the
> next target. There's so much to be remedied here it's going to be a number
> of years before it's even ready for consideration.
>
> If you can afford the luxury of using Modo strictly for its asset creation
> strengths, it's a great weapon to have in your armoury. If you're looking
> for an XSI replacement, come back in three years.
>
> On 16 February 2017 at 21:15, Eugene Flormata  wrote:
>
> for people who transitioned to modo
> how's the stability in that program? I bought modo indie on steam when it
> was on sale with the idea to learn it on the side,
> but I barely got to use it. was still getting used to maya which i use at
> work. which although I like the tools. everything like explode for reasons
> I couldn't figure out.
>
> my plan is to jump on the houdini wagon come the new apprenctice, then
> jump on indie and learn that till I'm comfortable enough to get work to buy
> full licenses.
> I hope it's stable
>
>
> On Thu, Feb 16, 2017 at 11:15 AM, Jordi Bares 
> wrote:
>
> Below
>
> Sent from my iPhone
>
> On 16 Feb 2017, at 18:47, phil harbath 
> wrote:
>
> I am very curious on how people feel about houdini’s character animation
> tools.  I am reluctant to move on from Softimage until there is something
> out there that is at least close to being on par with it.
>
>
> It is pretty similar and although you will miss a few things (like the
> mixer) you will get others (like muscles, advanced rigging, chops,...)
>
> Don't worry and give it a go
>
> 

Re: Opinion gathering

2017-02-16 Thread Tim Crowson
Honestly I can't even say "come back in 3 years." That's basically what I
said 3 years ago. If it was still Luxology and not The Foundry, then maybe.
But at this point things are dragging on and getting a bit long in the
tooth. I don't want to go ranting. All I can say is I still can't recommend
Modo as a production backbone app with the kinds of productions I know are
done by folks here.

-Tim


On Thu, Feb 16, 2017 at 5:47 PM Jonathan Moore 
wrote:

I (alongside Tim Crowson from this list) have been a long term beta tester
for Modo, so I'll shoot from the hip here. I think Tim shares many of my
own thoughts and impressions and I'm sure he'll pipe in if there's any
aspects he disagrees with.

First the good part, Modo remains as it's ever been the best direct
modelling package on earth! A mighty claim but I think it's well deserved.
Only recently the team at ILM used Modo for all of their kit-bashing on
Star Wars 'Rogue One'. And to build on it's strengths as a direct modeller,
Foundry moved to an incremental development strategy for the 10 series and
Modo has now managed to remedy that equally deserved reputation of being
the most unstable DCC money can buy. They're looking to carry on with this
incremental development approach going forward to help ensure big new
features aren't partnered with a stability nosedive.

Now comes the downside, once you go past Modo's core strengths as an asset
creation tool due to it's great modelling texturing and rendering workflows
(once you submit to the shader tree approach!), it barely scratches the
surface of what's required for a pipeline animation toolset. Now that
stability has been fixed, animation and solid pipeline credentials are the
next target. There's so much to be remedied here it's going to be a number
of years before it's even ready for consideration.

If you can afford the luxury of using Modo strictly for its asset creation
strengths, it's a great weapon to have in your armoury. If you're looking
for an XSI replacement, come back in three years.

On 16 February 2017 at 21:15, Eugene Flormata  wrote:

for people who transitioned to modo
how's the stability in that program? I bought modo indie on steam when it
was on sale with the idea to learn it on the side,
but I barely got to use it. was still getting used to maya which i use at
work. which although I like the tools. everything like explode for reasons
I couldn't figure out.

my plan is to jump on the houdini wagon come the new apprenctice, then jump
on indie and learn that till I'm comfortable enough to get work to buy full
licenses.
I hope it's stable


On Thu, Feb 16, 2017 at 11:15 AM, Jordi Bares  wrote:

Below

Sent from my iPhone

On 16 Feb 2017, at 18:47, phil harbath  wrote:

I am very curious on how people feel about houdini’s character animation
tools.  I am reluctant to move on from Softimage until there is something
out there that is at least close to being on par with it.


It is pretty similar and although you will miss a few things (like the
mixer) you will get others (like muscles, advanced rigging, chops,...)

Don't worry and give it a go

Specifically the Shape Manager, non-destructive weights, and the animation
mixer really help me get the job done, and when it comes to the negative
things I hear about Maya it has kept me from making the leap in that
direction even though I theoretically own 2 copies,  I really am hoping
that Houdini is close because I really only want to make a change once.


Shape management you do it out of the box through nodal workflow. Not as
slick but more powerful.

Non-destructive is the name of the game.

No mixer but you have animation layers (although a bit wonky)

Rigging is way way better in Houdini

Hope it helps

Jb


thanks

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Re: Maya

2017-02-16 Thread Tenshi Sama
*made

On Thu, Feb 16, 2017 at 8:58 PM, Tenshi Sama  wrote:

> "Insane bad"... that make my day.
>
> On Thu, Feb 16, 2017 at 8:47 PM, Steven Caron  wrote:
>
>> i think that is just it... everyone is wired differently and are willing
>> to put up with different amount of 'issues'. half of my issues are
>> perfectly OK for the rest of my peers. in fact they designed it the way
>> they did cause of 3dsmax's short comings. i find this stuff s
>> infuriating only because i know better. but if i didn't use softimage i am
>> sure i would be ok with it.
>>
>> i see release notes which on the surface make 3dsmax seeem like its
>> getting better but when you use it, its still feels the same sluggish
>> workflow. at least with maya i felt since the softy's joined the team
>> things have been getting better.
>>
>> On Thu, Feb 16, 2017 at 4:36 PM, Artur W  wrote:
>>
>>> LOL.
>>>
>>> That's a  nice one, however, I never felt that bad in 3ds Max. It was
>>> bad but never insane bad.
>>>
>>> 2017-02-17 1:31 GMT+01:00 Steven Caron :
>>>
 i would kill to be in maya right now, in am in 3dsmax...

 On Thu, Feb 16, 2017 at 4:28 PM, Artur W  wrote:

>
> I use Maya and I hate it. On average, everything takes two to three
> times longer than it should. Two thirds of the time are spent on technical
> issues, workarounds, fixes, restarts, clean ups, extracting working parts
> and merging them to new scenes and setting everything up again. This time
> wasting frustrates me because I could use it to do other projects, learn 
> or
> even do my own projects but FUCK NO. It's a loop, never ending loop
>
>
 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>> --
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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>>
>
>
>
> --
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> web: https://tenshi.carbonmade.com
> # Cel/Whatsapp: (+593) 0984104698 <+593%2098%20410%204698>
>



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Re: Maya

2017-02-16 Thread Tenshi Sama
"Insane bad"... that make my day.

On Thu, Feb 16, 2017 at 8:47 PM, Steven Caron  wrote:

> i think that is just it... everyone is wired differently and are willing
> to put up with different amount of 'issues'. half of my issues are
> perfectly OK for the rest of my peers. in fact they designed it the way
> they did cause of 3dsmax's short comings. i find this stuff s
> infuriating only because i know better. but if i didn't use softimage i am
> sure i would be ok with it.
>
> i see release notes which on the surface make 3dsmax seeem like its
> getting better but when you use it, its still feels the same sluggish
> workflow. at least with maya i felt since the softy's joined the team
> things have been getting better.
>
> On Thu, Feb 16, 2017 at 4:36 PM, Artur W  wrote:
>
>> LOL.
>>
>> That's a  nice one, however, I never felt that bad in 3ds Max. It was bad
>> but never insane bad.
>>
>> 2017-02-17 1:31 GMT+01:00 Steven Caron :
>>
>>> i would kill to be in maya right now, in am in 3dsmax...
>>>
>>> On Thu, Feb 16, 2017 at 4:28 PM, Artur W  wrote:
>>>

 I use Maya and I hate it. On average, everything takes two to three
 times longer than it should. Two thirds of the time are spent on technical
 issues, workarounds, fixes, restarts, clean ups, extracting working parts
 and merging them to new scenes and setting everything up again. This time
 wasting frustrates me because I could use it to do other projects, learn or
 even do my own projects but FUCK NO. It's a loop, never ending loop


>>> --
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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Re: Maya

2017-02-16 Thread Artur W
LOL.

That's a  nice one, however, I never felt that bad in 3ds Max. It was bad
but never insane bad.

2017-02-17 1:31 GMT+01:00 Steven Caron :

> i would kill to be in maya right now, in am in 3dsmax...
>
> On Thu, Feb 16, 2017 at 4:28 PM, Artur W  wrote:
>
>>
>> I use Maya and I hate it. On average, everything takes two to three times
>> longer than it should. Two thirds of the time are spent on technical
>> issues, workarounds, fixes, restarts, clean ups, extracting working parts
>> and merging them to new scenes and setting everything up again. This time
>> wasting frustrates me because I could use it to do other projects, learn or
>> even do my own projects but FUCK NO. It's a loop, never ending loop
>>
>>
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Re: Maya

2017-02-16 Thread Steven Caron
i would kill to be in maya right now, in am in 3dsmax...

On Thu, Feb 16, 2017 at 4:28 PM, Artur W  wrote:

>
> I use Maya and I hate it. On average, everything takes two to three times
> longer than it should. Two thirds of the time are spent on technical
> issues, workarounds, fixes, restarts, clean ups, extracting working parts
> and merging them to new scenes and setting everything up again. This time
> wasting frustrates me because I could use it to do other projects, learn or
> even do my own projects but FUCK NO. It's a loop, never ending loop
>
>
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Re: Maya

2017-02-16 Thread Artur W
What pisses me off the most is that Autodesk thrives on industry pipeline
dependence and inability to instant switch. Finances, knowledge base,
sentiment, artist base are reasons why it is so simple for Autodesk just to
keep everyone in check. All big and small studios are committed to keep the
status quo, because it is cheaper and safer.
We can all switch to Houdini or whatever but let's be honest, Who's gonna
use make it main app for animation, modeling, rendering. Even seasoned
artists consider Houdini too complex, too much time consuming, too much
tool for the job.
I use Maya and I hate it. On average, everything takes two to three times
longer than it should. Two thirds of the time are spent on technical
issues, workarounds, fixes, restarts, clean ups, extracting working parts
and merging them to new scenes and setting everything up again. This time
wasting frustrates me because I could use it to do other projects, learn or
even do my own projects but FUCK NO. It's a loop, never ending loop


I will continue to learn Houdini but to be honest I like to light and
render. I love Arnold and Redshift and they're both on Houdini.
But will it be a handicap for me though, because I don't see the future in
Maya.

One more thing that came back to me.
Maya and Octane. I don't know which one is in fault here but they integrate
to a degree where they're inseparable. It is enough to load it once onto
plugin manager and each scene is contaminated for life. You don't even have
to use it or any parts of it in the scene. Deadline and Qube may refuse to
render it due to in-bedded  attributes. You can't even remove those
attributes from objects. They carry on to new scenes.

Hurray to devs.

Artur


2017-02-17 0:09 GMT+01:00 Steve Parish :

> renderThumbnailUpdate false;
>
> Made my life somewhat happier...
>
> On Thu, Feb 16, 2017 at 4:25 PM, Eugene Flormata 
> wrote:
>
>> you can tell maya to not remember any windows in the settings
>> but sometimes it stops redshift from rendering
>>
>> also reference files break the render later setup once you start adding
>> overrides
>> and overriding the in-out frames also are sometimes ignored
>> and referencing files with MASH in them also breaks things once you have
>> like 4 mash networks
>> and don't use turtle bake renderer, because sometimes it's not
>> predictable.
>>
>>
>> maya' okay to make boxes and texture boxes though.
>> so it's got that going for it..
>>
>>
>>
>> On Thu, Feb 16, 2017 at 8:49 AM, Tenshi Sama  wrote:
>>
>>> Why people think saying the truth is bad? In what world of dictators
>>> are we?
>>>
>>> Saying the truth about Maya, is the best that people can do. Maya and
>>> the s$iT that has inside is something people in the industry already know,
>>> is just that people are afraid to express themselves or they haven't tried
>>> other functional programs. They tend to live like zombies believing Maya is
>>> a god that has imperfections that needs to be tolerated for the sake of
>>> having a job.
>>>
>>> Wrong people. Wrong. If all the people out there that think the same at
>>> least put a complain to their supervisors everything, their supervisors
>>> will speak to the above team, and the word will keep spreading until it
>>> reach at the very top.
>>> "Our designers, our people don't want to work with that piece of
>>> garbage! Please do something".
>>>
>>> Stop living in fear people. Say Maya is the WORST THING that happen to
>>> the industry. AD is the worst thing that happen to the industry. Maybe just
>>> maybe if we speak at high decibels AD will listen and for the love of god
>>> they will FIX all those SIMPLE little things. WE DON"T WANT WORKAROUNDS, we
>>> want the tool WORKS., that's all.
>>>
>>> my 2cents,
>>>
>>
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>> with "unsubscribe" in the subject, and reply to confirm.
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Re: Maya

2017-02-16 Thread Steve Parish
renderThumbnailUpdate false;

Made my life somewhat happier...

On Thu, Feb 16, 2017 at 4:25 PM, Eugene Flormata 
wrote:

> you can tell maya to not remember any windows in the settings
> but sometimes it stops redshift from rendering
>
> also reference files break the render later setup once you start adding
> overrides
> and overriding the in-out frames also are sometimes ignored
> and referencing files with MASH in them also breaks things once you have
> like 4 mash networks
> and don't use turtle bake renderer, because sometimes it's not predictable.
>
>
> maya' okay to make boxes and texture boxes though.
> so it's got that going for it..
>
>
>
> On Thu, Feb 16, 2017 at 8:49 AM, Tenshi Sama  wrote:
>
>> Why people think saying the truth is bad? In what world of dictators are
>> we?
>>
>> Saying the truth about Maya, is the best that people can do. Maya and the
>> s$iT that has inside is something people in the industry already know, is
>> just that people are afraid to express themselves or they haven't tried
>> other functional programs. They tend to live like zombies believing Maya is
>> a god that has imperfections that needs to be tolerated for the sake of
>> having a job.
>>
>> Wrong people. Wrong. If all the people out there that think the same at
>> least put a complain to their supervisors everything, their supervisors
>> will speak to the above team, and the word will keep spreading until it
>> reach at the very top.
>> "Our designers, our people don't want to work with that piece of garbage!
>> Please do something".
>>
>> Stop living in fear people. Say Maya is the WORST THING that happen to
>> the industry. AD is the worst thing that happen to the industry. Maybe just
>> maybe if we speak at high decibels AD will listen and for the love of god
>> they will FIX all those SIMPLE little things. WE DON"T WANT WORKAROUNDS, we
>> want the tool WORKS., that's all.
>>
>> my 2cents,
>>
>
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Re: Maya

2017-02-16 Thread Eugene Flormata
you can tell maya to not remember any windows in the settings
but sometimes it stops redshift from rendering

also reference files break the render later setup once you start adding
overrides
and overriding the in-out frames also are sometimes ignored
and referencing files with MASH in them also breaks things once you have
like 4 mash networks
and don't use turtle bake renderer, because sometimes it's not predictable.


maya' okay to make boxes and texture boxes though.
so it's got that going for it..



On Thu, Feb 16, 2017 at 8:49 AM, Tenshi Sama  wrote:

> Why people think saying the truth is bad? In what world of dictators are
> we?
>
> Saying the truth about Maya, is the best that people can do. Maya and the
> s$iT that has inside is something people in the industry already know, is
> just that people are afraid to express themselves or they haven't tried
> other functional programs. They tend to live like zombies believing Maya is
> a god that has imperfections that needs to be tolerated for the sake of
> having a job.
>
> Wrong people. Wrong. If all the people out there that think the same at
> least put a complain to their supervisors everything, their supervisors
> will speak to the above team, and the word will keep spreading until it
> reach at the very top.
> "Our designers, our people don't want to work with that piece of garbage!
> Please do something".
>
> Stop living in fear people. Say Maya is the WORST THING that happen to the
> industry. AD is the worst thing that happen to the industry. Maybe just
> maybe if we speak at high decibels AD will listen and for the love of god
> they will FIX all those SIMPLE little things. WE DON"T WANT WORKAROUNDS, we
> want the tool WORKS., that's all.
>
> my 2cents,
>
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Re: Opinion gathering

2017-02-16 Thread Eugene Flormata
for people who transitioned to modo
how's the stability in that program? I bought modo indie on steam when it
was on sale with the idea to learn it on the side,
but I barely got to use it. was still getting used to maya which i use at
work. which although I like the tools. everything like explode for reasons
I couldn't figure out.

my plan is to jump on the houdini wagon come the new apprenctice, then jump
on indie and learn that till I'm comfortable enough to get work to buy full
licenses.
I hope it's stable


On Thu, Feb 16, 2017 at 11:15 AM, Jordi Bares  wrote:

> Below
>
> Sent from my iPhone
>
> On 16 Feb 2017, at 18:47, phil harbath 
> wrote:
>
> I am very curious on how people feel about houdini’s character animation
> tools.  I am reluctant to move on from Softimage until there is something
> out there that is at least close to being on par with it.
>
>
> It is pretty similar and although you will miss a few things (like the
> mixer) you will get others (like muscles, advanced rigging, chops,...)
>
> Don't worry and give it a go
>
> Specifically the Shape Manager, non-destructive weights, and the animation
> mixer really help me get the job done, and when it comes to the negative
> things I hear about Maya it has kept me from making the leap in that
> direction even though I theoretically own 2 copies,  I really am hoping
> that Houdini is close because I really only want to make a change once.
>
>
> Shape management you do it out of the box through nodal workflow. Not as
> slick but more powerful.
>
> Non-destructive is the name of the game.
>
> No mixer but you have animation layers (although a bit wonky)
>
> Rigging is way way better in Houdini
>
> Hope it helps
>
> Jb
>
>
> thanks
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>
>
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Re: Opinion gathering

2017-02-16 Thread Jordi Bares
Below 

Sent from my iPhone

> On 16 Feb 2017, at 18:47, phil harbath  wrote:
> 
> I am very curious on how people feel about houdini’s character animation 
> tools.  I am reluctant to move on from Softimage until there is something out 
> there that is at least close to being on par with it. 

It is pretty similar and although you will miss a few things (like the mixer) 
you will get others (like muscles, advanced rigging, chops,...)

Don't worry and give it a go

> Specifically the Shape Manager, non-destructive weights, and the animation 
> mixer really help me get the job done, and when it comes to the negative 
> things I hear about Maya it has kept me from making the leap in that 
> direction even though I theoretically own 2 copies,  I really am hoping that 
> Houdini is close because I really only want to make a change once.

Shape management you do it out of the box through nodal workflow. Not as slick 
but more powerful.

Non-destructive is the name of the game.

No mixer but you have animation layers (although a bit wonky)

Rigging is way way better in Houdini

Hope it helps 

Jb

>  
> thanks
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Re: Opinion gathering

2017-02-16 Thread Pierre Schiller
21st for HU16, it´s like the new 2Ks for me. I hadn´t felt this much
excitement except when that Nokia 3330 came out...
:D

But really, Hu16 it´s organized, and Redshift 2 co OP player is a must :D
hhehehe.
So what now that SI jobs are down sizing? Should we start another list with
people from this list who want to migrate
to HU? Shall we just "intro" ourselves over the HU forums with the "Ex
Softimagers welcome into side FX"? :D

I went into MODO because it wasn´t AD. Truth be said. They introduced
procedural tools now on V.10. But looking into
HU toolset, I´d say Modo still got a long way into procedurals...at least
is a good thing they got started.

Is it the 21th yet?

Cheers.




On Thu, Feb 16, 2017 at 1:50 PM, Leandro Giorni  wrote:

> Any recommendation on where or how to start transitioning to Houdini? I'm
> max and maya user but I want to move to a more robust all in one package
> and with all the comments Houdini is the way to go and has a bright future.
>
> Thanks
> Leandro
>
> El El jue, 16 de feb. de 2017 a las 15:39, Adam Seeley <
> adammsee...@gmail.com> escribió:
>
>> Hi Laurence,
>>
>> Hope all's well.
>>
>> My compass  firmly pointing towards Houdini... waiting for 16 to come
>> rolling out and then a concerted focus to get up to speed. Getting good
>> vibes from SideFx and their community.
>>
>> Also loving the Houdini Engine aspect which (I imagine) may open up more
>> avenues than just shifting to any of the other 3D packages.
>>
>> You just have to grit your teeth (or brain rather) and ride the first few
>> jobs out.
>>
>> See you on the other side(fx) I reckon.
>>
>> Adam.
>> _
>> Adam Seeley
>> Love Vfx Ltd.
>> UK +44 (0) 7956 976 245
>> www.LoveVfx.co.uk 
>> www.linkedin.com/in/adamseeleyuk
>> www.vimeo.com/adamseeley 
>>
>>
>>
>> On 16 February 2017 at 13:16, Jordi Bares  wrote:
>>
>> Fascinating insight… so spot on!
>> jb
>>
>> On 16 Feb 2017, at 12:12, Jonathan Moore 
>> wrote:
>>
>> I work with the University of the Arts London, mentoring final year
>> students that are planning to set up their own creative businesses after
>> graduation (a surprising number see this as the best route these days). The
>> students I'm working with generally come from a fine art, graphic design or
>> product design background and much of their exploration of 3d technologies
>> has been extracurricular. They're different to MA graduates from somewhere
>> like Bournmouth (the types of student looking for a career in CG
>> animation).
>>
>> I've been working with *ual:* for a number of years now and I've noticed
>> a real shift in the adoption of Houdini over Maya. I think this bias is a
>> the result of SideFX's historic strategy with Houdini Apprentice, which
>> allows  students to explore Houdini in their own time (this is important as
>> 3d creativity isn't necessarily core to their course). The bigger recent
>> impact has come from the availability of Houdini Indie. Students often see
>> SideFX as the cool challenger to the Autodesk corporate behemoth. The fact
>> that Houdini Indie allows them to render with Redshift of Octane is a huge
>> benefit too. Creative exploration at home with GPU rendering is far more
>> productive than a reliance on Mantra. Not dissing Mantra here, it can go
>> toe to toe with Arnold but it's a studio grade production renderer
>> optimised for farm use.
>>
>> The other major shift I've seen with young talent entering the creative
>> industries is that this is a generation that started learning the likes
>> Python, Unity and Arduino at high school. For them the term technical
>> artist is often seen as an oxymoron. They simply see themselves as artists
>> that are just as happy creating algorithmically generated art in Processing
>> as they are utilising VEX in Houdini. They see a programmatic mindset as
>> being an essential part of the mix. Im not saying all young art students
>> match this profile, but the ones that explore 3d and digital interactive
>> technologies most certainly do. You seldom hear the cry 'but I'm an
>> artists, not a programmer' from this generation of young creatives.
>>
>> This is probably a different perspective to what you were directly
>> asking, but I really do believe Houdini is on the cusp of breaking away
>> from the solo mantle of being the goto VFX DCC of choice. Houdini is
>> capable of so much more than VFX, SideFX know this and have been actively
>> developing a set of tools to facilitate the UX journeys of a more
>> generalist user and there's a new generation of creative talent unafraid of
>> Houdini's more technical side. For me, Houdini's future is indeed bright.
>>
>> On 16 February 2017 at 10:30, Laurence Dodd  wrote:
>>
>> Good, that's sorted then Houdini town here I come! Every time I open Maya
>> my heart sinks, its a mess. I'm amazed at how quickly I 

Re: Opinion gathering

2017-02-16 Thread Jordi Bares
Check my free Softimage to houdini transition guides, may be useful

Jb

Sent from my iPhone

> On 16 Feb 2017, at 18:50, Leandro Giorni  wrote:
> 
> Any recommendation on where or how to start transitioning to Houdini? I'm max 
> and maya user but I want to move to a more robust all in one package and with 
> all the comments Houdini is the way to go and has a bright future.
> 
> Thanks
> Leandro
> 
>> El El jue, 16 de feb. de 2017 a las 15:39, Adam Seeley 
>>  escribió:
>> Hi Laurence,
>> 
>> Hope all's well.
>> 
>> My compass  firmly pointing towards Houdini... waiting for 16 to come 
>> rolling out and then a concerted focus to get up to speed. Getting good 
>> vibes from SideFx and their community. 
>> 
>> Also loving the Houdini Engine aspect which (I imagine) may open up more 
>> avenues than just shifting to any of the other 3D packages.
>> 
>> You just have to grit your teeth (or brain rather) and ride the first few 
>> jobs out.
>> 
>> See you on the other side(fx) I reckon.
>> 
>> Adam.
>> _
>> Adam Seeley
>> Love Vfx Ltd.
>> UK +44 (0) 7956 976 245
>> www.LoveVfx.co.uk
>> www.linkedin.com/in/adamseeleyuk
>> www.vimeo.com/adamseeley
>> 
>> 
>> 
>> On 16 February 2017 at 13:16, Jordi Bares  wrote:
>> Fascinating insight… so spot on!
>> jb
>> 
>>> On 16 Feb 2017, at 12:12, Jonathan Moore  wrote:
>>> 
>>> I work with the University of the Arts London, mentoring final year 
>>> students that are planning to set up their own creative businesses after 
>>> graduation (a surprising number see this as the best route these days). The 
>>> students I'm working with generally come from a fine art, graphic design or 
>>> product design background and much of their exploration of 3d technologies 
>>> has been extracurricular. They're different to MA graduates from somewhere 
>>> like Bournmouth (the types of student looking for a career in CG 
>>> animation). 
>>> 
>>> I've been working with ual: for a number of years now and I've noticed a 
>>> real shift in the adoption of Houdini over Maya. I think this bias is a the 
>>> result of SideFX's historic strategy with Houdini Apprentice, which allows  
>>> students to explore Houdini in their own time (this is important as 3d 
>>> creativity isn't necessarily core to their course). The bigger recent 
>>> impact has come from the availability of Houdini Indie. Students often see 
>>> SideFX as the cool challenger to the Autodesk corporate behemoth. The fact 
>>> that Houdini Indie allows them to render with Redshift of Octane is a huge 
>>> benefit too. Creative exploration at home with GPU rendering is far more 
>>> productive than a reliance on Mantra. Not dissing Mantra here, it can go 
>>> toe to toe with Arnold but it's a studio grade production renderer 
>>> optimised for farm use.
>>> 
>>> The other major shift I've seen with young talent entering the creative 
>>> industries is that this is a generation that started learning the likes 
>>> Python, Unity and Arduino at high school. For them the term technical 
>>> artist is often seen as an oxymoron. They simply see themselves as artists 
>>> that are just as happy creating algorithmically generated art in Processing 
>>> as they are utilising VEX in Houdini. They see a programmatic mindset as 
>>> being an essential part of the mix. Im not saying all young art students 
>>> match this profile, but the ones that explore 3d and digital interactive 
>>> technologies most certainly do. You seldom hear the cry 'but I'm an 
>>> artists, not a programmer' from this generation of young creatives.
>>> 
>>> This is probably a different perspective to what you were directly asking, 
>>> but I really do believe Houdini is on the cusp of breaking away from the 
>>> solo mantle of being the goto VFX DCC of choice. Houdini is capable of so 
>>> much more than VFX, SideFX know this and have been actively developing a 
>>> set of tools to facilitate the UX journeys of a more generalist user and 
>>> there's a new generation of creative talent unafraid of Houdini's more 
>>> technical side. For me, Houdini's future is indeed bright.
>>> 
>>> On 16 February 2017 at 10:30, Laurence Dodd  wrote:
>>> Good, that's sorted then Houdini town here I come! Every time I open Maya 
>>> my heart sinks, its a mess. I'm amazed at how quickly I have felt at home 
>>> in Houdini, its beautifully logical. I'm still acclimatising, but I feel 
>>> rather excited about it, which is nice.
>>> 
>>> On 16 February 2017 at 10:14, Andi Farhall  wrote:
>>> From a personal perspective It's Houdini for me. Maya will only get worse 
>>> the more they dick about with it and having to buy a shed load of plugins 
>>> just to make it usable is too expensive for most freelancers. I've also 
>>> much more faith in SideFX to keep providing me with evolving software. 
>>> 
>>> 
>>> A>
>>> 
>>> 
>>> 

Re: Opinion gathering

2017-02-16 Thread Leandro Giorni
Any recommendation on where or how to start transitioning to Houdini? I'm
max and maya user but I want to move to a more robust all in one package
and with all the comments Houdini is the way to go and has a bright future.

Thanks
Leandro

El El jue, 16 de feb. de 2017 a las 15:39, Adam Seeley <
adammsee...@gmail.com> escribió:

> Hi Laurence,
>
> Hope all's well.
>
> My compass  firmly pointing towards Houdini... waiting for 16 to come
> rolling out and then a concerted focus to get up to speed. Getting good
> vibes from SideFx and their community.
>
> Also loving the Houdini Engine aspect which (I imagine) may open up more
> avenues than just shifting to any of the other 3D packages.
>
> You just have to grit your teeth (or brain rather) and ride the first few
> jobs out.
>
> See you on the other side(fx) I reckon.
>
> Adam.
> _
> Adam Seeley
> Love Vfx Ltd.
> UK +44 (0) 7956 976 245
> www.LoveVfx.co.uk 
> www.linkedin.com/in/adamseeleyuk
> www.vimeo.com/adamseeley 
>
>
>
> On 16 February 2017 at 13:16, Jordi Bares  wrote:
>
> Fascinating insight… so spot on!
> jb
>
> On 16 Feb 2017, at 12:12, Jonathan Moore 
> wrote:
>
> I work with the University of the Arts London, mentoring final year
> students that are planning to set up their own creative businesses after
> graduation (a surprising number see this as the best route these days). The
> students I'm working with generally come from a fine art, graphic design or
> product design background and much of their exploration of 3d technologies
> has been extracurricular. They're different to MA graduates from somewhere
> like Bournmouth (the types of student looking for a career in CG
> animation).
>
> I've been working with *ual:* for a number of years now and I've noticed
> a real shift in the adoption of Houdini over Maya. I think this bias is a
> the result of SideFX's historic strategy with Houdini Apprentice, which
> allows  students to explore Houdini in their own time (this is important as
> 3d creativity isn't necessarily core to their course). The bigger recent
> impact has come from the availability of Houdini Indie. Students often see
> SideFX as the cool challenger to the Autodesk corporate behemoth. The fact
> that Houdini Indie allows them to render with Redshift of Octane is a huge
> benefit too. Creative exploration at home with GPU rendering is far more
> productive than a reliance on Mantra. Not dissing Mantra here, it can go
> toe to toe with Arnold but it's a studio grade production renderer
> optimised for farm use.
>
> The other major shift I've seen with young talent entering the creative
> industries is that this is a generation that started learning the likes
> Python, Unity and Arduino at high school. For them the term technical
> artist is often seen as an oxymoron. They simply see themselves as artists
> that are just as happy creating algorithmically generated art in Processing
> as they are utilising VEX in Houdini. They see a programmatic mindset as
> being an essential part of the mix. Im not saying all young art students
> match this profile, but the ones that explore 3d and digital interactive
> technologies most certainly do. You seldom hear the cry 'but I'm an
> artists, not a programmer' from this generation of young creatives.
>
> This is probably a different perspective to what you were directly asking,
> but I really do believe Houdini is on the cusp of breaking away from the
> solo mantle of being the goto VFX DCC of choice. Houdini is capable of so
> much more than VFX, SideFX know this and have been actively developing a
> set of tools to facilitate the UX journeys of a more generalist user and
> there's a new generation of creative talent unafraid of Houdini's more
> technical side. For me, Houdini's future is indeed bright.
>
> On 16 February 2017 at 10:30, Laurence Dodd  wrote:
>
> Good, that's sorted then Houdini town here I come! Every time I open Maya
> my heart sinks, its a mess. I'm amazed at how quickly I have felt at home
> in Houdini, its beautifully logical. I'm still acclimatising, but I feel
> rather excited about it, which is nice.
>
> On 16 February 2017 at 10:14, Andi Farhall  wrote:
>
> From a personal perspective It's Houdini for me. Maya will only get worse
> the more they dick about with it and having to buy a shed load of plugins
> just to make it usable is too expensive for most freelancers. I've also
> much more faith in SideFX to keep providing me with evolving software.
>
>
> A>
>
>
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>
> This email and any attachments to it may be confidential and are 

Re: Opinion gathering

2017-02-16 Thread phil harbath
I am very curious on how people feel about houdini’s character animation tools. 
 I am reluctant to move on from Softimage until there is something out there 
that is at least close to being on par with it.  Specifically the Shape 
Manager, non-destructive weights, and the animation mixer really help me get 
the job done, and when it comes to the negative things I hear about Maya it has 
kept me from making the leap in that direction even though I theoretically own 
2 copies,  I really am hoping that Houdini is close because I really only want 
to make a change once.
thanks--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Opinion gathering

2017-02-16 Thread Adam Seeley
Hi Laurence,

Hope all's well.

My compass  firmly pointing towards Houdini... waiting for 16 to come
rolling out and then a concerted focus to get up to speed. Getting good
vibes from SideFx and their community.

Also loving the Houdini Engine aspect which (I imagine) may open up more
avenues than just shifting to any of the other 3D packages.

You just have to grit your teeth (or brain rather) and ride the first few
jobs out.

See you on the other side(fx) I reckon.

Adam.
_
Adam Seeley
Love Vfx Ltd.
UK +44 (0) 7956 976 245
www.LoveVfx.co.uk 
www.linkedin.com/in/adamseeleyuk
www.vimeo.com/adamseeley 




On 16 February 2017 at 13:16, Jordi Bares  wrote:

> Fascinating insight… so spot on!
> jb
>
> On 16 Feb 2017, at 12:12, Jonathan Moore 
> wrote:
>
> I work with the University of the Arts London, mentoring final year
> students that are planning to set up their own creative businesses after
> graduation (a surprising number see this as the best route these days). The
> students I'm working with generally come from a fine art, graphic design or
> product design background and much of their exploration of 3d technologies
> has been extracurricular. They're different to MA graduates from somewhere
> like Bournmouth (the types of student looking for a career in CG
> animation).
>
> I've been working with *ual:* for a number of years now and I've noticed
> a real shift in the adoption of Houdini over Maya. I think this bias is a
> the result of SideFX's historic strategy with Houdini Apprentice, which
> allows  students to explore Houdini in their own time (this is important as
> 3d creativity isn't necessarily core to their course). The bigger recent
> impact has come from the availability of Houdini Indie. Students often see
> SideFX as the cool challenger to the Autodesk corporate behemoth. The fact
> that Houdini Indie allows them to render with Redshift of Octane is a huge
> benefit too. Creative exploration at home with GPU rendering is far more
> productive than a reliance on Mantra. Not dissing Mantra here, it can go
> toe to toe with Arnold but it's a studio grade production renderer
> optimised for farm use.
>
> The other major shift I've seen with young talent entering the creative
> industries is that this is a generation that started learning the likes
> Python, Unity and Arduino at high school. For them the term technical
> artist is often seen as an oxymoron. They simply see themselves as artists
> that are just as happy creating algorithmically generated art in Processing
> as they are utilising VEX in Houdini. They see a programmatic mindset as
> being an essential part of the mix. Im not saying all young art students
> match this profile, but the ones that explore 3d and digital interactive
> technologies most certainly do. You seldom hear the cry 'but I'm an
> artists, not a programmer' from this generation of young creatives.
>
> This is probably a different perspective to what you were directly asking,
> but I really do believe Houdini is on the cusp of breaking away from the
> solo mantle of being the goto VFX DCC of choice. Houdini is capable of so
> much more than VFX, SideFX know this and have been actively developing a
> set of tools to facilitate the UX journeys of a more generalist user and
> there's a new generation of creative talent unafraid of Houdini's more
> technical side. For me, Houdini's future is indeed bright.
>
> On 16 February 2017 at 10:30, Laurence Dodd  wrote:
>
>> Good, that's sorted then Houdini town here I come! Every time I open Maya
>> my heart sinks, its a mess. I'm amazed at how quickly I have felt at home
>> in Houdini, its beautifully logical. I'm still acclimatising, but I feel
>> rather excited about it, which is nice.
>>
>> On 16 February 2017 at 10:14, Andi Farhall  wrote:
>>
>>> From a personal perspective It's Houdini for me. Maya will only get
>>> worse the more they dick about with it and having to buy a shed load of
>>> plugins just to make it usable is too expensive for most freelancers. I've
>>> also much more faith in SideFX to keep providing me with evolving software.
>>>
>>>
>>> A>
>>>
>>>
>>> 
>>> ...
>>> http://www.hackneyeffects.com/
>>> https://vimeo.com/user4174293
>>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>>
>>>
>>> http://www.flickr.com/photos/lord_hackney/
>>> http://spylon.tumblr.com/
>>>
>>> This email and any attachments to it may be confidential and are
>>> intended solely for the use of the individual to whom it is addressed. Any
>>> views or opinions expressed are solely those of the author and do not
>>> necessarily represent those of Hackney Effects Ltd.
>>>
>>> If you are not the intended recipient of this email, you must neither
>>> take any action based upon its contents, 

Re: Maya

2017-02-16 Thread Tenshi Sama
Why people think saying the truth is bad? In what world of dictators are we?

Saying the truth about Maya, is the best that people can do. Maya and the
s$iT that has inside is something people in the industry already know, is
just that people are afraid to express themselves or they haven't tried
other functional programs. They tend to live like zombies believing Maya is
a god that has imperfections that needs to be tolerated for the sake of
having a job.

Wrong people. Wrong. If all the people out there that think the same at
least put a complain to their supervisors everything, their supervisors
will speak to the above team, and the word will keep spreading until it
reach at the very top.
"Our designers, our people don't want to work with that piece of garbage!
Please do something".

Stop living in fear people. Say Maya is the WORST THING that happen to the
industry. AD is the worst thing that happen to the industry. Maybe just
maybe if we speak at high decibels AD will listen and for the love of god
they will FIX all those SIMPLE little things. WE DON"T WANT WORKAROUNDS, we
want the tool WORKS., that's all.

my 2cents,
sorry my grammar.

On Thu, Feb 16, 2017 at 10:49 AM, Artur W  wrote:

> My CG Head's wife is named Maya, so cursing is also a bit limited.
>
>
>
> 2017-02-16 16:46 GMT+01:00 Jonathan Moore :
>
>> Just another day in the wonderful world of Maya...
>>
>> On 16 February 2017 at 15:38, Olivier Jeannel 
>> wrote:
>>
>>> Doesn't sound agressive to me..
>>>
>>> 2017-02-16 16:11 GMT+01:00 Artur W :
>>>
 Highly aggressive rant coming...
 I need to vent...

 You don't need to read that. I just needed to put it out there. It's a
 digital scream in the empty space.

 So I sit here setting up the lighting and rendering for a project and I
 am using Maya 2017 because I moved on and I am also a part of a pipeline
 so, the fact I am learning Houdini intensively is beyond the point here.
 Si, I set up very nice shader setup (not without problems, because why
 the FUCK not) in Redshift. All the bells and whistles of the engine are
 fine tuned but not in Attribute Editor because IT DOESN'T FUCKING WORK as
 it should. But hey, I got Channel Box right, if it only showed ALL the
 parameters. So, hey I can always key the value and then fine tune, right?

 I know, I know, I know. I should update Maya to the newest version and
 then it should be ok. If it only weren't for the f... pipeline and mid
 project.

 Redshift guys said the custom AOV's should be soon, but I can't wait
 with this project. Hey, there is render setup; Let's use that.
 What a confusing piece of shit.
 You can make layers and override plethora of settings including object
 transform (IN RENDER LAYER SETUP - WHY!!!) but why for the MF I can't have
 different render settings. All I can have is an override for separate parts
 of it. Why is it better?
 Suddenly if I want to switch Brute Force off for AO layer and it
 becomes numerical value of 4. WHY? Because it's the number on the list. It
 took me a while.
 The best part is while working in pipeline you get different parts from
 different people. It can happen for someone to make a old layer override on
 object which according to Autodesk conflicts new Render Setup. The result -
 all shaders/materials/properties (what's the F... difference) are fucked on
 opening the scene. All I can see is green.

 Why do I have to click 3000 times to see the whole shader tree? Why
 can't it open all at once?
 Why shader group accepts connection just to drop them on reopening?
 (explanation is "yeah it does that for some nodes) It does that with
 AiWrite in Arnold for example. Why hypershade is such a lagy piece of shit.
 Copy paste works sometimes, not always. Why some nodes show up in material
 tab even though they're not a materials like displacement? Not to mention
 that when I have 100 materials I am unable to see which is selected.
 Highlighting sucks ass.


 Why do the material balls have to render ALL THE TIME.
 Why does Maya on startup open all the f... windows of other users?
 Why when trying to create a render node, whatever it is it always
 highlights me textures? I didn't ask for this and now I have to deselect it
 and then search for what I need.

 I set a project and it's location and when I open file it goes to the
 other project. WHY?
 And when I create preferences from scratch for 2017 maya (NOT COPYING
 THEM) it uses 2016 maya.env anyway.

 Whatever I do, there are preselections active and enhancements that are
 actually obstacles to overcome. They are annoying and interfere with my
 work all the time.

 Not to mention viewport and all the windows an 

Re: Maya

2017-02-16 Thread Artur W
My CG Head's wife is named Maya, so cursing is also a bit limited.



2017-02-16 16:46 GMT+01:00 Jonathan Moore :

> Just another day in the wonderful world of Maya...
>
> On 16 February 2017 at 15:38, Olivier Jeannel 
> wrote:
>
>> Doesn't sound agressive to me..
>>
>> 2017-02-16 16:11 GMT+01:00 Artur W :
>>
>>> Highly aggressive rant coming...
>>> I need to vent...
>>>
>>> You don't need to read that. I just needed to put it out there. It's a
>>> digital scream in the empty space.
>>>
>>> So I sit here setting up the lighting and rendering for a project and I
>>> am using Maya 2017 because I moved on and I am also a part of a pipeline
>>> so, the fact I am learning Houdini intensively is beyond the point here.
>>> Si, I set up very nice shader setup (not without problems, because why
>>> the FUCK not) in Redshift. All the bells and whistles of the engine are
>>> fine tuned but not in Attribute Editor because IT DOESN'T FUCKING WORK as
>>> it should. But hey, I got Channel Box right, if it only showed ALL the
>>> parameters. So, hey I can always key the value and then fine tune, right?
>>>
>>> I know, I know, I know. I should update Maya to the newest version and
>>> then it should be ok. If it only weren't for the f... pipeline and mid
>>> project.
>>>
>>> Redshift guys said the custom AOV's should be soon, but I can't wait
>>> with this project. Hey, there is render setup; Let's use that.
>>> What a confusing piece of shit.
>>> You can make layers and override plethora of settings including object
>>> transform (IN RENDER LAYER SETUP - WHY!!!) but why for the MF I can't have
>>> different render settings. All I can have is an override for separate parts
>>> of it. Why is it better?
>>> Suddenly if I want to switch Brute Force off for AO layer and it becomes
>>> numerical value of 4. WHY? Because it's the number on the list. It took me
>>> a while.
>>> The best part is while working in pipeline you get different parts from
>>> different people. It can happen for someone to make a old layer override on
>>> object which according to Autodesk conflicts new Render Setup. The result -
>>> all shaders/materials/properties (what's the F... difference) are fucked on
>>> opening the scene. All I can see is green.
>>>
>>> Why do I have to click 3000 times to see the whole shader tree? Why
>>> can't it open all at once?
>>> Why shader group accepts connection just to drop them on reopening?
>>> (explanation is "yeah it does that for some nodes) It does that with
>>> AiWrite in Arnold for example. Why hypershade is such a lagy piece of shit.
>>> Copy paste works sometimes, not always. Why some nodes show up in material
>>> tab even though they're not a materials like displacement? Not to mention
>>> that when I have 100 materials I am unable to see which is selected.
>>> Highlighting sucks ass.
>>>
>>>
>>> Why do the material balls have to render ALL THE TIME.
>>> Why does Maya on startup open all the f... windows of other users?
>>> Why when trying to create a render node, whatever it is it always
>>> highlights me textures? I didn't ask for this and now I have to deselect it
>>> and then search for what I need.
>>>
>>> I set a project and it's location and when I open file it goes to the
>>> other project. WHY?
>>> And when I create preferences from scratch for 2017 maya (NOT COPYING
>>> THEM) it uses 2016 maya.env anyway.
>>>
>>> Whatever I do, there are preselections active and enhancements that are
>>> actually obstacles to overcome. They are annoying and interfere with my
>>> work all the time.
>>>
>>> Not to mention viewport and all the windows an maya lag as MF.
>>> Everything lags in Maya and sometimes I wonder if this is not a work of
>>> someone using mushrooms and LSD all at the same time.
>>>
>>> This is just a small sample of all the problems with this abomination of
>>> a software. I mean, who wrote this garbage, who managed it and why are they
>>> still working? What year is this?
>>> How can anyone sell this with a straight face?
>>>
>>> Half the shit doesn't work, or not as expected. It's bugged as Trump
>>> Tower and people say this is a good version.
>>>
>>> Mind blown.
>>>
>>> I've been WORKING on new version of Houdini (v 16) for the past week.
>>> This is fucking improvement. What a viewport and network view. It works and
>>> it's fast.
>>>
>>> Artur
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To 

Re: Maya

2017-02-16 Thread Jonathan Moore
Just another day in the wonderful world of Maya...

On 16 February 2017 at 15:38, Olivier Jeannel 
wrote:

> Doesn't sound agressive to me..
>
> 2017-02-16 16:11 GMT+01:00 Artur W :
>
>> Highly aggressive rant coming...
>> I need to vent...
>>
>> You don't need to read that. I just needed to put it out there. It's a
>> digital scream in the empty space.
>>
>> So I sit here setting up the lighting and rendering for a project and I
>> am using Maya 2017 because I moved on and I am also a part of a pipeline
>> so, the fact I am learning Houdini intensively is beyond the point here.
>> Si, I set up very nice shader setup (not without problems, because why
>> the FUCK not) in Redshift. All the bells and whistles of the engine are
>> fine tuned but not in Attribute Editor because IT DOESN'T FUCKING WORK as
>> it should. But hey, I got Channel Box right, if it only showed ALL the
>> parameters. So, hey I can always key the value and then fine tune, right?
>>
>> I know, I know, I know. I should update Maya to the newest version and
>> then it should be ok. If it only weren't for the f... pipeline and mid
>> project.
>>
>> Redshift guys said the custom AOV's should be soon, but I can't wait with
>> this project. Hey, there is render setup; Let's use that.
>> What a confusing piece of shit.
>> You can make layers and override plethora of settings including object
>> transform (IN RENDER LAYER SETUP - WHY!!!) but why for the MF I can't have
>> different render settings. All I can have is an override for separate parts
>> of it. Why is it better?
>> Suddenly if I want to switch Brute Force off for AO layer and it becomes
>> numerical value of 4. WHY? Because it's the number on the list. It took me
>> a while.
>> The best part is while working in pipeline you get different parts from
>> different people. It can happen for someone to make a old layer override on
>> object which according to Autodesk conflicts new Render Setup. The result -
>> all shaders/materials/properties (what's the F... difference) are fucked on
>> opening the scene. All I can see is green.
>>
>> Why do I have to click 3000 times to see the whole shader tree? Why can't
>> it open all at once?
>> Why shader group accepts connection just to drop them on reopening?
>> (explanation is "yeah it does that for some nodes) It does that with
>> AiWrite in Arnold for example. Why hypershade is such a lagy piece of shit.
>> Copy paste works sometimes, not always. Why some nodes show up in material
>> tab even though they're not a materials like displacement? Not to mention
>> that when I have 100 materials I am unable to see which is selected.
>> Highlighting sucks ass.
>>
>>
>> Why do the material balls have to render ALL THE TIME.
>> Why does Maya on startup open all the f... windows of other users?
>> Why when trying to create a render node, whatever it is it always
>> highlights me textures? I didn't ask for this and now I have to deselect it
>> and then search for what I need.
>>
>> I set a project and it's location and when I open file it goes to the
>> other project. WHY?
>> And when I create preferences from scratch for 2017 maya (NOT COPYING
>> THEM) it uses 2016 maya.env anyway.
>>
>> Whatever I do, there are preselections active and enhancements that are
>> actually obstacles to overcome. They are annoying and interfere with my
>> work all the time.
>>
>> Not to mention viewport and all the windows an maya lag as MF. Everything
>> lags in Maya and sometimes I wonder if this is not a work of someone using
>> mushrooms and LSD all at the same time.
>>
>> This is just a small sample of all the problems with this abomination of
>> a software. I mean, who wrote this garbage, who managed it and why are they
>> still working? What year is this?
>> How can anyone sell this with a straight face?
>>
>> Half the shit doesn't work, or not as expected. It's bugged as Trump
>> Tower and people say this is a good version.
>>
>> Mind blown.
>>
>> I've been WORKING on new version of Houdini (v 16) for the past week.
>> This is fucking improvement. What a viewport and network view. It works and
>> it's fast.
>>
>> Artur
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Maya

2017-02-16 Thread Artur W
People are around me, you know. I have to keep the proper face.



2017-02-16 16:38 GMT+01:00 Olivier Jeannel :

> Doesn't sound agressive to me..
>
> 2017-02-16 16:11 GMT+01:00 Artur W :
>
>> Highly aggressive rant coming...
>> I need to vent...
>>
>> You don't need to read that. I just needed to put it out there. It's a
>> digital scream in the empty space.
>>
>> So I sit here setting up the lighting and rendering for a project and I
>> am using Maya 2017 because I moved on and I am also a part of a pipeline
>> so, the fact I am learning Houdini intensively is beyond the point here.
>> Si, I set up very nice shader setup (not without problems, because why
>> the FUCK not) in Redshift. All the bells and whistles of the engine are
>> fine tuned but not in Attribute Editor because IT DOESN'T FUCKING WORK as
>> it should. But hey, I got Channel Box right, if it only showed ALL the
>> parameters. So, hey I can always key the value and then fine tune, right?
>>
>> I know, I know, I know. I should update Maya to the newest version and
>> then it should be ok. If it only weren't for the f... pipeline and mid
>> project.
>>
>> Redshift guys said the custom AOV's should be soon, but I can't wait with
>> this project. Hey, there is render setup; Let's use that.
>> What a confusing piece of shit.
>> You can make layers and override plethora of settings including object
>> transform (IN RENDER LAYER SETUP - WHY!!!) but why for the MF I can't have
>> different render settings. All I can have is an override for separate parts
>> of it. Why is it better?
>> Suddenly if I want to switch Brute Force off for AO layer and it becomes
>> numerical value of 4. WHY? Because it's the number on the list. It took me
>> a while.
>> The best part is while working in pipeline you get different parts from
>> different people. It can happen for someone to make a old layer override on
>> object which according to Autodesk conflicts new Render Setup. The result -
>> all shaders/materials/properties (what's the F... difference) are fucked on
>> opening the scene. All I can see is green.
>>
>> Why do I have to click 3000 times to see the whole shader tree? Why can't
>> it open all at once?
>> Why shader group accepts connection just to drop them on reopening?
>> (explanation is "yeah it does that for some nodes) It does that with
>> AiWrite in Arnold for example. Why hypershade is such a lagy piece of shit.
>> Copy paste works sometimes, not always. Why some nodes show up in material
>> tab even though they're not a materials like displacement? Not to mention
>> that when I have 100 materials I am unable to see which is selected.
>> Highlighting sucks ass.
>>
>>
>> Why do the material balls have to render ALL THE TIME.
>> Why does Maya on startup open all the f... windows of other users?
>> Why when trying to create a render node, whatever it is it always
>> highlights me textures? I didn't ask for this and now I have to deselect it
>> and then search for what I need.
>>
>> I set a project and it's location and when I open file it goes to the
>> other project. WHY?
>> And when I create preferences from scratch for 2017 maya (NOT COPYING
>> THEM) it uses 2016 maya.env anyway.
>>
>> Whatever I do, there are preselections active and enhancements that are
>> actually obstacles to overcome. They are annoying and interfere with my
>> work all the time.
>>
>> Not to mention viewport and all the windows an maya lag as MF. Everything
>> lags in Maya and sometimes I wonder if this is not a work of someone using
>> mushrooms and LSD all at the same time.
>>
>> This is just a small sample of all the problems with this abomination of
>> a software. I mean, who wrote this garbage, who managed it and why are they
>> still working? What year is this?
>> How can anyone sell this with a straight face?
>>
>> Half the shit doesn't work, or not as expected. It's bugged as Trump
>> Tower and people say this is a good version.
>>
>> Mind blown.
>>
>> I've been WORKING on new version of Houdini (v 16) for the past week.
>> This is fucking improvement. What a viewport and network view. It works and
>> it's fast.
>>
>> Artur
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
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Re: Maya

2017-02-16 Thread Olivier Jeannel
Doesn't sound agressive to me..

2017-02-16 16:11 GMT+01:00 Artur W :

> Highly aggressive rant coming...
> I need to vent...
>
> You don't need to read that. I just needed to put it out there. It's a
> digital scream in the empty space.
>
> So I sit here setting up the lighting and rendering for a project and I am
> using Maya 2017 because I moved on and I am also a part of a pipeline so,
> the fact I am learning Houdini intensively is beyond the point here.
> Si, I set up very nice shader setup (not without problems, because why the
> FUCK not) in Redshift. All the bells and whistles of the engine are fine
> tuned but not in Attribute Editor because IT DOESN'T FUCKING WORK as it
> should. But hey, I got Channel Box right, if it only showed ALL the
> parameters. So, hey I can always key the value and then fine tune, right?
>
> I know, I know, I know. I should update Maya to the newest version and
> then it should be ok. If it only weren't for the f... pipeline and mid
> project.
>
> Redshift guys said the custom AOV's should be soon, but I can't wait with
> this project. Hey, there is render setup; Let's use that.
> What a confusing piece of shit.
> You can make layers and override plethora of settings including object
> transform (IN RENDER LAYER SETUP - WHY!!!) but why for the MF I can't have
> different render settings. All I can have is an override for separate parts
> of it. Why is it better?
> Suddenly if I want to switch Brute Force off for AO layer and it becomes
> numerical value of 4. WHY? Because it's the number on the list. It took me
> a while.
> The best part is while working in pipeline you get different parts from
> different people. It can happen for someone to make a old layer override on
> object which according to Autodesk conflicts new Render Setup. The result -
> all shaders/materials/properties (what's the F... difference) are fucked on
> opening the scene. All I can see is green.
>
> Why do I have to click 3000 times to see the whole shader tree? Why can't
> it open all at once?
> Why shader group accepts connection just to drop them on reopening?
> (explanation is "yeah it does that for some nodes) It does that with
> AiWrite in Arnold for example. Why hypershade is such a lagy piece of shit.
> Copy paste works sometimes, not always. Why some nodes show up in material
> tab even though they're not a materials like displacement? Not to mention
> that when I have 100 materials I am unable to see which is selected.
> Highlighting sucks ass.
>
>
> Why do the material balls have to render ALL THE TIME.
> Why does Maya on startup open all the f... windows of other users?
> Why when trying to create a render node, whatever it is it always
> highlights me textures? I didn't ask for this and now I have to deselect it
> and then search for what I need.
>
> I set a project and it's location and when I open file it goes to the
> other project. WHY?
> And when I create preferences from scratch for 2017 maya (NOT COPYING
> THEM) it uses 2016 maya.env anyway.
>
> Whatever I do, there are preselections active and enhancements that are
> actually obstacles to overcome. They are annoying and interfere with my
> work all the time.
>
> Not to mention viewport and all the windows an maya lag as MF. Everything
> lags in Maya and sometimes I wonder if this is not a work of someone using
> mushrooms and LSD all at the same time.
>
> This is just a small sample of all the problems with this abomination of a
> software. I mean, who wrote this garbage, who managed it and why are they
> still working? What year is this?
> How can anyone sell this with a straight face?
>
> Half the shit doesn't work, or not as expected. It's bugged as Trump Tower
> and people say this is a good version.
>
> Mind blown.
>
> I've been WORKING on new version of Houdini (v 16) for the past week. This
> is fucking improvement. What a viewport and network view. It works and it's
> fast.
>
> Artur
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Maya

2017-02-16 Thread Artur W
Highly aggressive rant coming...
I need to vent...

You don't need to read that. I just needed to put it out there. It's a
digital scream in the empty space.

So I sit here setting up the lighting and rendering for a project and I am
using Maya 2017 because I moved on and I am also a part of a pipeline so,
the fact I am learning Houdini intensively is beyond the point here.
Si, I set up very nice shader setup (not without problems, because why the
FUCK not) in Redshift. All the bells and whistles of the engine are fine
tuned but not in Attribute Editor because IT DOESN'T FUCKING WORK as it
should. But hey, I got Channel Box right, if it only showed ALL the
parameters. So, hey I can always key the value and then fine tune, right?

I know, I know, I know. I should update Maya to the newest version and then
it should be ok. If it only weren't for the f... pipeline and mid project.

Redshift guys said the custom AOV's should be soon, but I can't wait with
this project. Hey, there is render setup; Let's use that.
What a confusing piece of shit.
You can make layers and override plethora of settings including object
transform (IN RENDER LAYER SETUP - WHY!!!) but why for the MF I can't have
different render settings. All I can have is an override for separate parts
of it. Why is it better?
Suddenly if I want to switch Brute Force off for AO layer and it becomes
numerical value of 4. WHY? Because it's the number on the list. It took me
a while.
The best part is while working in pipeline you get different parts from
different people. It can happen for someone to make a old layer override on
object which according to Autodesk conflicts new Render Setup. The result -
all shaders/materials/properties (what's the F... difference) are fucked on
opening the scene. All I can see is green.

Why do I have to click 3000 times to see the whole shader tree? Why can't
it open all at once?
Why shader group accepts connection just to drop them on reopening?
(explanation is "yeah it does that for some nodes) It does that with
AiWrite in Arnold for example. Why hypershade is such a lagy piece of shit.
Copy paste works sometimes, not always. Why some nodes show up in material
tab even though they're not a materials like displacement? Not to mention
that when I have 100 materials I am unable to see which is selected.
Highlighting sucks ass.


Why do the material balls have to render ALL THE TIME.
Why does Maya on startup open all the f... windows of other users?
Why when trying to create a render node, whatever it is it always
highlights me textures? I didn't ask for this and now I have to deselect it
and then search for what I need.

I set a project and it's location and when I open file it goes to the other
project. WHY?
And when I create preferences from scratch for 2017 maya (NOT COPYING THEM)
it uses 2016 maya.env anyway.

Whatever I do, there are preselections active and enhancements that are
actually obstacles to overcome. They are annoying and interfere with my
work all the time.

Not to mention viewport and all the windows an maya lag as MF. Everything
lags in Maya and sometimes I wonder if this is not a work of someone using
mushrooms and LSD all at the same time.

This is just a small sample of all the problems with this abomination of a
software. I mean, who wrote this garbage, who managed it and why are they
still working? What year is this?
How can anyone sell this with a straight face?

Half the shit doesn't work, or not as expected. It's bugged as Trump Tower
and people say this is a good version.

Mind blown.

I've been WORKING on new version of Houdini (v 16) for the past week. This
is fucking improvement. What a viewport and network view. It works and it's
fast.

Artur
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Re: Opinion gathering

2017-02-16 Thread Jordi Bares
Fascinating insight… so spot on!
jb

> On 16 Feb 2017, at 12:12, Jonathan Moore  wrote:
> 
> I work with the University of the Arts London, mentoring final year students 
> that are planning to set up their own creative businesses after graduation (a 
> surprising number see this as the best route these days). The students I'm 
> working with generally come from a fine art, graphic design or product design 
> background and much of their exploration of 3d technologies has been 
> extracurricular. They're different to MA graduates from somewhere like 
> Bournmouth (the types of student looking for a career in CG animation). 
> 
> I've been working with ual: for a number of years now and I've noticed a real 
> shift in the adoption of Houdini over Maya. I think this bias is a the result 
> of SideFX's historic strategy with Houdini Apprentice, which allows  students 
> to explore Houdini in their own time (this is important as 3d creativity 
> isn't necessarily core to their course). The bigger recent impact has come 
> from the availability of Houdini Indie. Students often see SideFX as the cool 
> challenger to the Autodesk corporate behemoth. The fact that Houdini Indie 
> allows them to render with Redshift of Octane is a huge benefit too. Creative 
> exploration at home with GPU rendering is far more productive than a reliance 
> on Mantra. Not dissing Mantra here, it can go toe to toe with Arnold but it's 
> a studio grade production renderer optimised for farm use.
> 
> The other major shift I've seen with young talent entering the creative 
> industries is that this is a generation that started learning the likes 
> Python, Unity and Arduino at high school. For them the term technical artist 
> is often seen as an oxymoron. They simply see themselves as artists that are 
> just as happy creating algorithmically generated art in Processing as they 
> are utilising VEX in Houdini. They see a programmatic mindset as being an 
> essential part of the mix. Im not saying all young art students match this 
> profile, but the ones that explore 3d and digital interactive technologies 
> most certainly do. You seldom hear the cry 'but I'm an artists, not a 
> programmer' from this generation of young creatives.
> 
> This is probably a different perspective to what you were directly asking, 
> but I really do believe Houdini is on the cusp of breaking away from the solo 
> mantle of being the goto VFX DCC of choice. Houdini is capable of so much 
> more than VFX, SideFX know this and have been actively developing a set of 
> tools to facilitate the UX journeys of a more generalist user and there's a 
> new generation of creative talent unafraid of Houdini's more technical side. 
> For me, Houdini's future is indeed bright.
> 
> On 16 February 2017 at 10:30, Laurence Dodd  > wrote:
> Good, that's sorted then Houdini town here I come! Every time I open Maya my 
> heart sinks, its a mess. I'm amazed at how quickly I have felt at home in 
> Houdini, its beautifully logical. I'm still acclimatising, but I feel rather 
> excited about it, which is nice.
> 
> On 16 February 2017 at 10:14, Andi Farhall  > wrote:
> From a personal perspective It's Houdini for me. Maya will only get worse the 
> more they dick about with it and having to buy a shed load of plugins just to 
> make it usable is too expensive for most freelancers. I've also much more 
> faith in SideFX to keep providing me with evolving software. 
> 
> 
> A>
> 
> 
> ...
> http://www.hackneyeffects.com/ 
> https://vimeo.com/user4174293 
> http://www.linkedin.com/pub/andi-farhall/b/496/b21 
> 
> 
> 
> http://www.flickr.com/photos/lord_hackney/ 
> 
> http://spylon.tumblr.com/ 
> 
> This email and any attachments to it may be confidential and are intended 
> solely for the use of the individual to whom it is addressed. Any views or 
> opinions expressed are solely those of the author and do not necessarily 
> represent those of Hackney Effects Ltd.
> 
> If you are not the intended recipient of this email, you must neither take 
> any action based upon its contents, nor copy or show it to anyone.
> 
> Please contact the sender if you believe you have received this email in 
> error.
> 
> 
> From: softimage-boun...@listproc.autodesk.com 
>  
>  > on behalf of Laurence Dodd 
> >
> Sent: 16 February 2017 09:29:04
> To: Official Softimage 

Re: Opinion gathering

2017-02-16 Thread Olivier Jeannel
For me, in software, Houdini equals good quality.
It's like buying a cheap chinese quality screw driver or a solid screw
driver  that won't worn and which also has a magnet (when you want that
"f***" screw not to fall) .

Not a relevant argument for a producer, but when you're on the craftsman
side, means everything.

2017-02-16 13:12 GMT+01:00 Jonathan Moore :

> I work with the University of the Arts London, mentoring final year
> students that are planning to set up their own creative businesses after
> graduation (a surprising number see this as the best route these days). The
> students I'm working with generally come from a fine art, graphic design or
> product design background and much of their exploration of 3d technologies
> has been extracurricular. They're different to MA graduates from somewhere
> like Bournmouth (the types of student looking for a career in CG
> animation).
>
> I've been working with *ual:* for a number of years now and I've noticed
> a real shift in the adoption of Houdini over Maya. I think this bias is a
> the result of SideFX's historic strategy with Houdini Apprentice, which
> allows  students to explore Houdini in their own time (this is important as
> 3d creativity isn't necessarily core to their course). The bigger recent
> impact has come from the availability of Houdini Indie. Students often see
> SideFX as the cool challenger to the Autodesk corporate behemoth. The fact
> that Houdini Indie allows them to render with Redshift of Octane is a huge
> benefit too. Creative exploration at home with GPU rendering is far more
> productive than a reliance on Mantra. Not dissing Mantra here, it can go
> toe to toe with Arnold but it's a studio grade production renderer
> optimised for farm use.
>
> The other major shift I've seen with young talent entering the creative
> industries is that this is a generation that started learning the likes
> Python, Unity and Arduino at high school. For them the term technical
> artist is often seen as an oxymoron. They simply see themselves as artists
> that are just as happy creating algorithmically generated art in Processing
> as they are utilising VEX in Houdini. They see a programmatic mindset as
> being an essential part of the mix. Im not saying all young art students
> match this profile, but the ones that explore 3d and digital interactive
> technologies most certainly do. You seldom hear the cry 'but I'm an
> artists, not a programmer' from this generation of young creatives.
>
> This is probably a different perspective to what you were directly asking,
> but I really do believe Houdini is on the cusp of breaking away from the
> solo mantle of being the goto VFX DCC of choice. Houdini is capable of so
> much more than VFX, SideFX know this and have been actively developing a
> set of tools to facilitate the UX journeys of a more generalist user and
> there's a new generation of creative talent unafraid of Houdini's more
> technical side. For me, Houdini's future is indeed bright.
>
> On 16 February 2017 at 10:30, Laurence Dodd  wrote:
>
>> Good, that's sorted then Houdini town here I come! Every time I open Maya
>> my heart sinks, its a mess. I'm amazed at how quickly I have felt at home
>> in Houdini, its beautifully logical. I'm still acclimatising, but I feel
>> rather excited about it, which is nice.
>>
>> On 16 February 2017 at 10:14, Andi Farhall  wrote:
>>
>>> From a personal perspective It's Houdini for me. Maya will only get
>>> worse the more they dick about with it and having to buy a shed load of
>>> plugins just to make it usable is too expensive for most freelancers. I've
>>> also much more faith in SideFX to keep providing me with evolving software.
>>>
>>>
>>> A>
>>>
>>>
>>> 
>>> ...
>>> http://www.hackneyeffects.com/
>>> https://vimeo.com/user4174293
>>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>>
>>>
>>> http://www.flickr.com/photos/lord_hackney/
>>> http://spylon.tumblr.com/
>>>
>>> This email and any attachments to it may be confidential and are
>>> intended solely for the use of the individual to whom it is addressed. Any
>>> views or opinions expressed are solely those of the author and do not
>>> necessarily represent those of Hackney Effects Ltd.
>>>
>>> If you are not the intended recipient of this email, you must neither
>>> take any action based upon its contents, nor copy or show it to anyone.
>>>
>>> Please contact the sender if you believe you have received this email in
>>> error.
>>> 
>>> --
>>> *From:* softimage-boun...@listproc.autodesk.com <
>>> softimage-boun...@listproc.autodesk.com> on behalf of Laurence Dodd <
>>> laure...@porkpie.tv>
>>> *Sent:* 16 February 2017 09:29:04
>>> *To:* Official Softimage Users Mailing List.
>>> 

Re: Opinion gathering

2017-02-16 Thread Christoph Muetze
On 02/16/2017 01:12 PM, Jonathan Moore wrote:

>  For me, Houdini's future is indeed bright.
aw man... you wrote such an uplifting feel-good mail... just to crush us
in the end - brutal.

;)

Chris












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Re: Opinion gathering

2017-02-16 Thread Jonathan Moore
I work with the University of the Arts London, mentoring final year
students that are planning to set up their own creative businesses after
graduation (a surprising number see this as the best route these days). The
students I'm working with generally come from a fine art, graphic design or
product design background and much of their exploration of 3d technologies
has been extracurricular. They're different to MA graduates from somewhere
like Bournmouth (the types of student looking for a career in CG
animation).

I've been working with *ual:* for a number of years now and I've noticed a
real shift in the adoption of Houdini over Maya. I think this bias is a the
result of SideFX's historic strategy with Houdini Apprentice, which allows
 students to explore Houdini in their own time (this is important as 3d
creativity isn't necessarily core to their course). The bigger recent
impact has come from the availability of Houdini Indie. Students often see
SideFX as the cool challenger to the Autodesk corporate behemoth. The fact
that Houdini Indie allows them to render with Redshift of Octane is a huge
benefit too. Creative exploration at home with GPU rendering is far more
productive than a reliance on Mantra. Not dissing Mantra here, it can go
toe to toe with Arnold but it's a studio grade production renderer
optimised for farm use.

The other major shift I've seen with young talent entering the creative
industries is that this is a generation that started learning the likes
Python, Unity and Arduino at high school. For them the term technical
artist is often seen as an oxymoron. They simply see themselves as artists
that are just as happy creating algorithmically generated art in Processing
as they are utilising VEX in Houdini. They see a programmatic mindset as
being an essential part of the mix. Im not saying all young art students
match this profile, but the ones that explore 3d and digital interactive
technologies most certainly do. You seldom hear the cry 'but I'm an
artists, not a programmer' from this generation of young creatives.

This is probably a different perspective to what you were directly asking,
but I really do believe Houdini is on the cusp of breaking away from the
solo mantle of being the goto VFX DCC of choice. Houdini is capable of so
much more than VFX, SideFX know this and have been actively developing a
set of tools to facilitate the UX journeys of a more generalist user and
there's a new generation of creative talent unafraid of Houdini's more
technical side. For me, Houdini's future is indeed bright.

On 16 February 2017 at 10:30, Laurence Dodd  wrote:

> Good, that's sorted then Houdini town here I come! Every time I open Maya
> my heart sinks, its a mess. I'm amazed at how quickly I have felt at home
> in Houdini, its beautifully logical. I'm still acclimatising, but I feel
> rather excited about it, which is nice.
>
> On 16 February 2017 at 10:14, Andi Farhall  wrote:
>
>> From a personal perspective It's Houdini for me. Maya will only get worse
>> the more they dick about with it and having to buy a shed load of plugins
>> just to make it usable is too expensive for most freelancers. I've also
>> much more faith in SideFX to keep providing me with evolving software.
>>
>>
>> A>
>>
>>
>> 
>> ...
>> http://www.hackneyeffects.com/
>> https://vimeo.com/user4174293
>> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>>
>>
>> http://www.flickr.com/photos/lord_hackney/
>> http://spylon.tumblr.com/
>>
>> This email and any attachments to it may be confidential and are intended
>> solely for the use of the individual to whom it is addressed. Any views or
>> opinions expressed are solely those of the author and do not necessarily
>> represent those of Hackney Effects Ltd.
>>
>> If you are not the intended recipient of this email, you must neither
>> take any action based upon its contents, nor copy or show it to anyone.
>>
>> Please contact the sender if you believe you have received this email in
>> error.
>> 
>> --
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Laurence Dodd <
>> laure...@porkpie.tv>
>> *Sent:* 16 February 2017 09:29:04
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list
>> *Subject:* Opinion gathering
>>
>> I've been looking at houdini, liking it a lot, but what houses in London
>> are switching to it? Or am I, once again choosing the underdog software
>>  (Combustion, anyone?)
>>
>> Also, if I recommend it as the main software where I usually work, will
>> they be able to get Houdini people that are generalists, are enough of us
>> switching?
>>
>> Just throwing these out there to gather the mood.
>>
>> Cheers all
>>
>> --
>>
>> Laurence Dodd
>> Porkpie 

Re: Opinion gathering

2017-02-16 Thread Simon Reeves
I feel much more positive about day-to-day working since the loss of xsi,
maya and autodesk do not inspire confidence in the future unlike sidefx and
Houdini.

On Thu, 16 Feb 2017 at 11:43 gareth bell  wrote:

> Added to this, SideFX and the Houdini community as a whole are really
> receptive, helpful and all-round good guys. You rarely come across a
> problem that can't be helped by someone from SideFX or odforce
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Re: Opinion gathering

2017-02-16 Thread gareth bell
Added to this, SideFX and the Houdini community as a whole are really 
receptive, helpful and all-round good guys. You rarely come across a problem 
that can't be helped by someone from SideFX or odforce
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Re: Opinion gathering

2017-02-16 Thread Mirko Jankovic
Similar story here,
As it was inevitable Sotimage jobs are declining, I also moved towards more
specific hired fro character animation and also helping out rendering with
my small GPU render farm so not so much dependable on full from start to
finish work as before.
Most of char animation jobs are in maya, which even as maya is second best
for character animation, after SI ofc, it is still rather unpleasant
experience. So keep working for bills and moving to Houdini. Part by part
ofc, first fundamental stuff overall logic, then checking out animation,
then rendering parts. That should cover mostly everything I'm doing right
now as well  :)
So yea I've added houdini to my render pool as well, indi for now but if
there are people around that needs some help with full version will be
looking to upgrading to that as well.
At the moment waiting for 21st to get into h16 :)
ᐧ

On Thu, Feb 16, 2017 at 11:29 AM, Gerbrand Nel  wrote:

> I tried Maya for a year
> I got so depressed with what my life became, that I decided to go for
> Houdini full time.
> If choosing Houdini meant that I no longer could find work as a
> freelancer, I was happier to start a new career, than living out my days
> using maya.
> I's been 2 years, and I've been busier and happier than even in the
> softimage era.
> Houdini engine means I can even work in a Maya team if we plan stuff
> properly.
> I also get to go home at 5 and watch the Maya team stay late because
> clients always change shit.
> G
>
>
> On 2017/02/16 12:14 PM, Andi Farhall wrote:
>
> From a personal perspective It's Houdini for me. Maya will only get worse
> the more they dick about with it and having to buy a shed load of plugins
> just to make it usable is too expensive for most freelancers. I've also
> much more faith in SideFX to keep providing me with evolving software.
>
>
> A>
>
>
> 
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>
> This email and any attachments to it may be confidential and are intended
> solely for the use of the individual to whom it is addressed. Any views or
> opinions expressed are solely those of the author and do not necessarily
> represent those of Hackney Effects Ltd.
>
> If you are not the intended recipient of this email, you must neither take
> any action based upon its contents, nor copy or show it to anyone.
>
> Please contact the sender if you believe you have received this email in
> error.
> 
> --
> *From:* softimage-boun...@listproc.autodesk.com
> 
>  on behalf of Laurence Dodd
>  
> *Sent:* 16 February 2017 09:29:04
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Opinion gathering
>
> I've been looking at houdini, liking it a lot, but what houses in London
> are switching to it? Or am I, once again choosing the underdog software
>  (Combustion, anyone?)
>
> Also, if I recommend it as the main software where I usually work, will
> they be able to get Houdini people that are generalists, are enough of us
> switching?
>
> Just throwing these out there to gather the mood.
>
> Cheers all
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> M: 07570 702 576
> T: 01273 278 382
>
>
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> "unsubscribe" in the subject, and reply to confirm.
>
>
>
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*

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Re: RealLens 2

2017-02-16 Thread Ivan Vasiljevic
Hi,

This post is more then 2 years old :) but I have a question.
When transferring camera from XSI with alembic film aperture gets written
from xsi camera parameter and not Real Lens 2 parameters. That becomes
important for renderer like Octane.
Any chance of Real Lens 2 working along with XSI's aperture parameters?

Cheers.
Ivan

On Wed, Jul 16, 2014 at 9:22 AM, Marco Peixoto  wrote:

> Real Lens user here , thank you :)
>
>
> On Tue, Jul 15, 2014 at 9:51 PM, Cristobal Infante 
> wrote:
>
>> thanks! I've used realLens 1 all the way!!!
>>
>>
>> On Tuesday, 15 July 2014, Paulo Cesar Duarte 
>> wrote:
>>
>>> Thank you, It's a must have in my tool set.
>>>
>>> Cheers.
>>> Paulo Duarte
>>>
>>>
>>> 2014-07-15 15:04 GMT-03:00 Tim Crowson :
>>>
 Thanks, it's working great now.
 -Tim


 On 7/15/2014 12:38 PM, Francois Lord wrote:

 Here. It should work now.
 https://s3.amazonaws.com/public.francoislord.com/RealLens2.2.xsiaddon


 On 14-Jul-14 17:01, Tim Crowson wrote:

 Thanks Francois, but perhaps I've installed it incorrectly... I get the
 camera primitive, but I get the following errors... I installed it via
 'Install Addon...' and restarted Soft 2014 SP2, and I just get this:

 *# ERROR : Traceback (most recent call last):*
 *#   File 

Re: Opinion gathering

2017-02-16 Thread Laurence Dodd
Good, that's sorted then Houdini town here I come! Every time I open Maya
my heart sinks, its a mess. I'm amazed at how quickly I have felt at home
in Houdini, its beautifully logical. I'm still acclimatising, but I feel
rather excited about it, which is nice.

On 16 February 2017 at 10:14, Andi Farhall  wrote:

> From a personal perspective It's Houdini for me. Maya will only get worse
> the more they dick about with it and having to buy a shed load of plugins
> just to make it usable is too expensive for most freelancers. I've also
> much more faith in SideFX to keep providing me with evolving software.
>
>
> A>
>
>
> 
> ...
> http://www.hackneyeffects.com/
> https://vimeo.com/user4174293
> http://www.linkedin.com/pub/andi-farhall/b/496/b21
>
>
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
>
> This email and any attachments to it may be confidential and are intended
> solely for the use of the individual to whom it is addressed. Any views or
> opinions expressed are solely those of the author and do not necessarily
> represent those of Hackney Effects Ltd.
>
> If you are not the intended recipient of this email, you must neither take
> any action based upon its contents, nor copy or show it to anyone.
>
> Please contact the sender if you believe you have received this email in
> error.
> 
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Laurence Dodd <
> laure...@porkpie.tv>
> *Sent:* 16 February 2017 09:29:04
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Opinion gathering
>
> I've been looking at houdini, liking it a lot, but what houses in London
> are switching to it? Or am I, once again choosing the underdog software
>  (Combustion, anyone?)
>
> Also, if I recommend it as the main software where I usually work, will
> they be able to get Houdini people that are generalists, are enough of us
> switching?
>
> Just throwing these out there to gather the mood.
>
> Cheers all
>
> --
>
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv
> W: www.porkpie.tv
> M: 07570 702 576
> T: 01273 278 382
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 

Laurence Dodd
Porkpie Animation
E: laure...@porkpie.tv
W: www.porkpie.tv
M: 07570 702 576
T: 01273 278 382
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Re: Opinion gathering

2017-02-16 Thread Gerbrand Nel

I tried Maya for a year
I got so depressed with what my life became, that I decided to go for 
Houdini full time.
If choosing Houdini meant that I no longer could find work as a 
freelancer, I was happier to start a new career, than living out my days 
using maya.
I's been 2 years, and I've been busier and happier than even in the 
softimage era.
Houdini engine means I can even work in a Maya team if we plan stuff 
properly.
I also get to go home at 5 and watch the Maya team stay late because 
clients always change shit.

G

On 2017/02/16 12:14 PM, Andi Farhall wrote:


From a personal perspective It's Houdini for me. Maya will only get 
worse the more they dick about with it and having to buy a shed load 
of plugins just to make it usable is too expensive for most 
freelancers. I've also much more faith in SideFX to keep providing me 
with evolving software.



A>


...
http://www.hackneyeffects.com/
https://vimeo.com/user4174293
http://www.linkedin.com/pub/andi-farhall/b/496/b21


http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/

This email and any attachments to it may be confidential and are 
intended solely for the use of the individual to whom it is addressed. 
Any views or opinions expressed are solely those of the author and do 
not necessarily represent those of Hackney Effects Ltd.


If you are not the intended recipient of this email, you must neither 
take any action based upon its contents, nor copy or show it to anyone.


Please contact the sender if you believe you have received this email 
in error.




*From:* softimage-boun...@listproc.autodesk.com 
 on behalf of Laurence Dodd 


*Sent:* 16 February 2017 09:29:04
*To:* Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list

*Subject:* Opinion gathering
I've been looking at houdini, liking it a lot, but what houses in 
London are switching to it? Or am I, once again choosing the underdog 
software  (Combustion, anyone?)


Also, if I recommend it as the main software where I usually work, 
will they be able to get Houdini people that are generalists, are 
enough of us switching?


Just throwing these out there to gather the mood.

Cheers all

--

Laurence Dodd
Porkpie Animation

E: laure...@porkpie.tv 
W: www.porkpie.tv 
M: 07570 702 576
T: 01273 278 382


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Re: Opinion gathering

2017-02-16 Thread Andi Farhall
>From a personal perspective It's Houdini for me. Maya will only get worse the 
>more they dick about with it and having to buy a shed load of plugins just to 
>make it usable is too expensive for most freelancers. I've also much more 
>faith in SideFX to keep providing me with evolving software.


A>


...
http://www.hackneyeffects.com/
https://vimeo.com/user4174293
http://www.linkedin.com/pub/andi-farhall/b/496/b21


http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/


This email and any attachments to it may be confidential and are intended 
solely for the use of the individual to whom it is addressed. Any views or 
opinions expressed are solely those of the author and do not necessarily 
represent those of Hackney Effects Ltd.

If you are not the intended recipient of this email, you must neither take any 
action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in error.



From: softimage-boun...@listproc.autodesk.com 
 on behalf of Laurence Dodd 

Sent: 16 February 2017 09:29:04
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Opinion gathering

I've been looking at houdini, liking it a lot, but what houses in London are 
switching to it? Or am I, once again choosing the underdog software  
(Combustion, anyone?)

Also, if I recommend it as the main software where I usually work, will they be 
able to get Houdini people that are generalists, are enough of us switching?

Just throwing these out there to gather the mood.

Cheers all

--

Laurence Dodd
Porkpie Animation

E: laure...@porkpie.tv
W: www.porkpie.tv
M: 07570 702 576
T: 01273 278 382
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Re: Opinion gathering

2017-02-16 Thread mikael . pettersen
I'm in film so I guess it's different, but among the studios the demand for 
Houdini people is at a all time high

Cheers
Mikael



> 16 feb. 2017 kl. 09:44 skrev Jordi Bares :
> 
> 
>> On 16 Feb 2017, at 09:29, Laurence Dodd  wrote:
>> 
>> I've been looking at houdini, liking it a lot, but what houses in London are 
>> switching to it? Or am I, once again choosing the underdog software  
>> (Combustion, anyone?)
> 
> I would say Combustion demise came when Autodesk bought them (like many other 
> packages) so I would rather are suspicious of AD owned products than 
> independent ones.
> 
> That said, and especially in London, there is a clear momentum towards 
> Houdini and I would dare to say pretty much everyone is either incorporated 
> Houdini in one way or another or it is at the starting point of such 
> investment.
> 
>> Also, if I recommend it as the main software where I usually work, will they 
>> be able to get Houdini people that are generalists, are enough of us 
>> switching? 
> 
> That is a big change even for a small studio, you may want to consider your 
> options to do a nice and orderly transition… probably hire a Houdini 
> experienced and enthusiastic guy to help you move towards whatever is your 
> requirement.
> 
> I would suggest to start putting in place the software for the backbone of 
> the production, collecting assets animated in Softimage, rendering from 
> Houdini using any of the available render engines and make sure you keep your 
> FX in Houdini and render them as you want. (I am using Redshift on Houdini 
> right now)
> 
> Then start putting animation in the mix, especially since H16 has a major 
> overhaul in that field I am sure you will be surprised how capable it is 
> already.
> 
> The bad news is, hiring generalist is as not too disimilar as hiring 
> Softimage generalists, not as easy as Maya/Max of course.. that said, talk to 
> Bournemouth University as they keep producing amazing talent.
> 
> For references of what others are doing with Houdini regarding animation and 
> transitioning out from Softimage, check SHED… 
> https://sidefx.com/community/sheds-houdini-animation-pipeline/
> 
> Hope it helps
> jb
> 
>> Just throwing these out there to gather the mood.
>> 
>> Cheers all
>> 
>> -- 
>> Laurence Dodd
>> Porkpie Animation
>> E: laure...@porkpie.tv
>> W: www.porkpie.tv
>> M: 07570 702 576
>> T: 01273 278 382
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>> "unsubscribe" in the subject, and reply to confirm.
> 
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Re: Opinion gathering

2017-02-16 Thread Jordi Bares

> On 16 Feb 2017, at 09:29, Laurence Dodd  wrote:
> 
> I've been looking at houdini, liking it a lot, but what houses in London are 
> switching to it? Or am I, once again choosing the underdog software  
> (Combustion, anyone?)

I would say Combustion demise came when Autodesk bought them (like many other 
packages) so I would rather are suspicious of AD owned products than 
independent ones.

That said, and especially in London, there is a clear momentum towards Houdini 
and I would dare to say pretty much everyone is either incorporated Houdini in 
one way or another or it is at the starting point of such investment.

> Also, if I recommend it as the main software where I usually work, will they 
> be able to get Houdini people that are generalists, are enough of us 
> switching? 

That is a big change even for a small studio, you may want to consider your 
options to do a nice and orderly transition… probably hire a Houdini 
experienced and enthusiastic guy to help you move towards whatever is your 
requirement.

I would suggest to start putting in place the software for the backbone of the 
production, collecting assets animated in Softimage, rendering from Houdini 
using any of the available render engines and make sure you keep your FX in 
Houdini and render them as you want. (I am using Redshift on Houdini right now)

Then start putting animation in the mix, especially since H16 has a major 
overhaul in that field I am sure you will be surprised how capable it is 
already.

The bad news is, hiring generalist is as not too disimilar as hiring Softimage 
generalists, not as easy as Maya/Max of course.. that said, talk to Bournemouth 
University as they keep producing amazing talent.

For references of what others are doing with Houdini regarding animation and 
transitioning out from Softimage, check SHED… 
https://sidefx.com/community/sheds-houdini-animation-pipeline/

Hope it helps
jb

> Just throwing these out there to gather the mood.
> 
> Cheers all
> 
> -- 
> Laurence Dodd
> Porkpie Animation
> E: laure...@porkpie.tv 
> W: www.porkpie.tv 
> M: 07570 702 576
> T: 01273 278 382
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.

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Opinion gathering

2017-02-16 Thread Laurence Dodd
I've been looking at houdini, liking it a lot, but what houses in London
are switching to it? Or am I, once again choosing the underdog software
 (Combustion, anyone?)

Also, if I recommend it as the main software where I usually work, will
they be able to get Houdini people that are generalists, are enough of us
switching?

Just throwing these out there to gather the mood.

Cheers all

-- 

Laurence Dodd
Porkpie Animation
E: laure...@porkpie.tv
W: www.porkpie.tv
M: 07570 702 576
T: 01273 278 382
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