Hi Thomas,
in Houdini this is handled by attributes on the geometry. You can create these
attributes in different ways, by painting, transfer or even textures.
This thread has an example scene that should help you:
http://forums.odforce.net/topic/13744-per-point-physical-attributes-eg-friction/
Hi Steven,
same as Andy (Nicholas) here, VOPs mostly for Noise stuff, Wrangles for
anything else.
Cheers and have fun.
Andy
> On Apr 27, 2017, at 12:47 AM, Steven Caron wrote:
>
> Just to understand how the power users are using this. Are you using wrangle
> nodes with vex
I don’t think so. As Jonathan mentioned already, conditionals and flow control
is often easier to ‘read’ in text form than it is in a node graph.
Every tool has its place, so does code in text form :D
Happy weekend.
Andy
> On Apr 14, 2017, at 3:18 AM, Jason S wrote:
>
In honor of inspiration how about?
• softLib
• siLib
• ICELib
> On Mar 29, 2017, at 6:08 PM, Andy Nicholas wrote:
>
> Continuing the thread here:
>
> Any suggestions for a name?
> A
>
> On 29/03/2017 17:00, Andy Nicholas wrote:
>> I'm more than happy to help. I'm just
Very well put about the ICE ‘macros’.
Not to forget to mention that until such ‘factory’ nodes are provided, there’s
always the option to do it yourself and save it as an asset (HDA).
Andy
> On Mar 28, 2017, at 4:49 PM, Jonathan Moore wrote:
>
> I think the thing
Good morning,
this is the awesome support at SideFX
Available in the daily builds.
yesterday
Houdini 16.0.561 Added a hotkey to temporary toggle the state of the "Allow
Dropping Nodes on Wires" preference while in the middle of dragging a node.
On Mon, 27 Mar 2017 at 12:22, Andy Nicholas
high number of nodes i mean : my final scene was having one big
>> obj/geo node for the animation, containing a dozen of complete big sop trees
>> (with for each, vop, and a few dops, some cachefiles..).
>> I found that working within one single big node was better than having to
&
>
> On 24.03.2017, at 10:45, Olivier Jeannel wrote:
>
> Seems they fixed all this naming, note and coloring in the 16. If someone can
> confirm.
Yes, the pre H16 node editor annoyances were mostly addressed in H16. Also,
navigating large SOP networks, or networks in
I second that, it might be a bit more overwhelming trying to keep up, but
it's an awesome additional resource.
Andy
On Thu, 23 Mar 2017 at 17:37, Jonathan Moore
wrote:
> Hi folks,
>
>
>
> Thought I’d give another mention to the Houdini Discord server as this
>
Regarding Passes, at first it felt really strange, everything seemed different.
But after some time and getting into bundles the basics were mastered. What
always bugged me in Softimage was managing partitions across passes. If there
were changes you’d be hunting down all the partitions in
t Houdini, this is pretty
> random..
>
> Does anyone know if its possible ( maybe through Alembic, which can store
> them) , to get ICE Strands into Houdini?
>
> From: Andy Goehler <mailto:lists.andy.goeh...@gmail.com>
> Sent: Wednesday, March 22, 2017 2:17 PM
> To: Officia
Funny how that is. I find it the other way around, especially opening
differently organized scenes coming from Softimage co-workers :D
Honestly I don’t organize my Houdini scenes any more than I did in Softimage.
But the network editor allows me to work spatially instead of using the
explorer
Wasn’t that debunked in CG Garage #93 as not really being used? Sorry, I may
remember that incorrectly.
https://labs.chaosgroup.com/index.php/cg-garage-podcast/cg-garage-podcast-93-steve-spaz-williams-and-mark-dippe/
IIRC, the new Smooth 2.0 and Attribute Blur SOPs even use OpenCL. So they
compute on the GPU.
Andy
> On Feb 28, 2017, at 5:54 PM, Jonathan Moore wrote:
>
> but then I discover Houdini ships with a C++ compiled Smoothing node that's
> even faster!
--
Softimage
The beauty is, there is no need to write such a button. The workflow provides
this functionality in form of nodes. You just add ‘export’ / ‘import’ nodes.
You can also consolidate/merge these exports into a single one to execute them
all at once/sequentially.
You setup once and not worry
> On 21.02.2017, at 14:26, Felix Geremus wrote:
>
> For me the most exciting sentence in the whole H16 presentation was "we will
> talk about big time lighting next year". Can't wait to see what they will
> come up with...
Same here :)--
Softimage Mailing
Hey Felix,
regardless of the numbers of licenses bring up your issues with them. Even back
when we were on one license stuff got implemented. I know I sound like a broken
record when saying that SideFX support is not something most of us had
experienced before with a software vendor of that
Be advised, this will increase your file size. A lock on a node is essentially
caching at that node.
If you must, I’d advised to collapse to subnets.
Andy
> On Feb 20, 2017, at 10:30 PM, Olivier Jeannel wrote:
>
> Ctrl click on the red (left side of the node (not the
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
Since our website hasn't been updated recently, it should be made clear that
shading and rendering among others things is now done in Houdini.
Cheers,
Andy
> On 28.01.2016, at 18:07, "Sven Constable" wrote:
>
> I just read the job descriptions on your website: 'We
lt;>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Goehler
> Sent: Thursday, January 28, 2016 10:53 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: this is the end..
>
> Since our website hasn't been update
> On 24.11.2015, at 11:19, Gerbrand Nel wrote:
>
> …
> They then see me leave... every day... at 5pm, …
> G
I leave at 4pm :-)
Andy
Yes, I have done so. Are you not getting anything or are you missing specific
attributes? What Soft and Houdini version?
Andy
> On 09.10.2015, at 12:23, Dan Yargici wrote:
>
> Hello all.
>
> Has anyone had any luck exporting pointclouds from Soft to Houdini using
>
Yes, when using packed Alembics (default) only the object declaration is
written to the IFD. The actual geometry is referenced to the Alembic file on
disk, hence IFDs stay reasonably small.
On Aug 20, 2015, at 16:46, Francois Lord flordli...@gmail.com wrote:
What about disk space?
Can you,
We at Fiftyeight moved on from Softimage to Houdini for scene assembly and
rendering. While Houdini’s offerings may not be the designed/perfect pass
system currently, we’ve managed to adjust to a level of comfort. Shading and
lighting productivity has gone way up. Houdini has proven to be very
, or stayed with Arnold?
Softimage crashing too often in lookdev is the #1 reason why I'm actively
looking elsewhere.
On 19-Aug-15 10:35, Andy Goehler wrote:
We at Fiftyeight moved on from Softimage to Houdini for scene assembly and
rendering. While Houdini’s offerings may not be the designed
On Jun 05, 2015, at 22:02, Jason S jasonsta...@gmail.com wrote:
…Houdini says has an ICE team…
Do they? I don’t recall, have any sources?
On 28.05.2015, at 13:50, Gerbrand Nel nagv...@gmail.com wrote:
Houdini attribute transfer does some bloody fantastic things if you use it
right.
The more I work in houdini, the more I can come to terms with the death of
softimage.
Finally, a mention of Houdini’s Attribute Transfer.
On Apr 29, 2015, at 04:35, Greg Punchatz g...@janimation.com wrote:
I am not sure where all this Adobe hate comes from,…
It starts with the installer…
Andy
More often than not, for whatever reason, Overrides in Soft were unreliable for
our projects. Simple animation overrides on a light would not render correct on
the farm, etc, etc.
Sounds like Modos system is similar to Houdinis Takes, which thus far worked
very reliable for us.
Happy
I guess it depends on one’s choice of workflow. It’s much more convenient to
use takes for overrides when materials are at the object level. If you’ve set
up bundles, it’s basically just a select objects from bundles, set the take and
assign new materials, done. It’s much more involved to do
The material SOP sets the ‘shop_materialpath’ attribute on primitives. This
attribute has a higher priority than object level material assignment.
Same with Softimage actually, a material assigned to a cluster is not
overridden by it’s object material.
Andy
On Mar 11, 2015, at 12:33,
The render tree is limited to… shader nodes. You can’t pull e.g. a transform
node from the scene into it and drive a shader. In the ICE tree you can, for
the most part as well with hyper shade, IIRC.
Andy
On Feb 17, 2015, at 19:22, Eric Thivierge ethivie...@hybride.com wrote:
Why isn't
Yeah, there's a limit to the time and head aches I'm willing to spend on my
tool chain.
On 10.12.2014, at 09:56, Cristobal Infante cgc...@gmail.com wrote:
All of this 3rd party tools, bring no joy to me. All it takes is for the
author to move onto something else and the plugin will die on
I’ve noticed this behavior post Softimage 2010 releases. Where with the OBJ
exports the vertex order is not preserved. It caused us many headaches and
countless numbers of redoing UVs. Like you I have nothing reproduce able,
however your chances of the bug increases when you mirrored the mesh
Hey Leendert, look here:
http://www.3delight.com/en/modules/PunBB/viewtopic.php?id=2030
http://www.3delight.com/en/modules/PunBB/viewtopic.php?id=2030
Oldie but goodie.
On Dec 06, 2014, at 14:08, Leendert A. Hartog hirazib...@live.nl wrote:
Thanks, I was just coming to the same
What’s your beef with Mantra?
On 05.12.2014, at 14:02, olivier jeannel olivier.jean...@noos.fr wrote:
The big problem for me is mantra. Just not usable without a renderfarm (In my
unexperienced opinion, of course)
you agree ?
Le 05/12/2014 14:45, Andy Goehler a écrit :
What’s your beef with Mantra?
On 05.12.2014, at 14:02, olivier jeannel olivier.jean...@noos.fr
mailto:olivier.jean...@noos.fr wrote:
The big problem for me is mantra. Just not usable without a renderfarm (In
my unexperienced
Nice one Leendert, refering to Total Recall ;-)
Originally I had the Matrix in mind, because once you free your mind in Houdini
you won’t have to dodge the bullets ;-)
On Dec 05, 2014, at 15:54, Leendert A. Hartog hirazib...@live.nl wrote:
Andy Goehler schreef op 5-12-2014 7:00:
Yeah
Yeah, depending on how your brain is wired, it IS the 'red pill' ;-)
On Dec 05, 2014, at 04:53, Simon van de Lagemaat si...@theembassyvfx.com
wrote:
I don't know about everyone else but I've been learning Houdini for a couple
months now and I am totally awestruck by it despite some weak
AD received a hefty amount of maintenance dollars from us for their promise to
deliver until April 2016.
Yes, we expected more.
On Dec 02, 2014, at 22:20, Mirko Jankovic mirkoj.anima...@gmail.com wrote:
well probably sounding harsh but still seems completely normal that they
would just cut
Yes, I can relate to that. Some minds just work better spatially. I guess
that’s why I feel at home in the render tree, Nuke and Houdini ;-)
Cheers
On Nov 28, 2014, at 19:29, Martin Chatterjee
martin.chatterjee.li...@googlemail.com wrote:
(yes, I am one of those 5 users left that make
Great point. For all the love fest that the Explorer gets I wish this had been
implemented all along. So many Softimage users are so tied to the Explorer
because it offers alot, but also because the schematic view is so lame.
On Nov 26, 2014, at 18:18, Ponthieux, Joseph G. (LARC-E1A)[LITES]
In german culture, it's brown when speaking of Hitler or Nazis. Please try
again ;-)
On Sep 11, 2014, at 5:05, Sebastien Sterling sebastien.sterl...@gmail.com
wrote:
Man the gray of Maya's UI sure reminds me of Hitler (is that better ? :P)
Hi Sebastian,
as already mentioned Exocortex Crate does this reliable.
See here: http://exocortex.com/blog/crate_custom_attribute_softimage
Just a side note, getting custom attributes from XSI into Houdini can be a pain
too and I’ve had much better luck exporting those from 2015 with its
On Aug 31, 2014, at 15:00, Tim Leydecker bauero...@gmx.de wrote:
P.S: In terms of license options and entry level fees, I´m no fan of the
foundry.
I can´t justify having a nuke or even nukeX license just for dabbling with it
on
my home/dev/tests machine.
PLE
On Jul 30, 2014, at 14:05, Paul Doyle technove...@gmail.com wrote:
…(and people with their damn Macs)…
Instead of criticizing peoples excellent taste for hardware and operation
system, get to work on those ‘damn’ rounded rectangles :-)
May the hexagon be with you.
Andy
Same here.
On Jul 15, 2014, at 22:28, Simon van de Lagemaat si...@theembassyvfx.com
wrote:
As of now we're probably shifting lighting, shading and scene setup in
Houdini instead of Maya now that HtoA is in play. It's much closer to Soft in
terms of usability and UI maturity. We primarily
Sebastian, Magic is not for everyone. Some are confused by it :-)
On 06.07.2014, at 22:21, Sebastian Kowalski l...@sekow.com wrote:
there is a perfect sp1 available at sidefx..
Am 04.07.2014 um 22:30 schrieb Luc-Eric Rousseau luceri...@gmail.com:
Softimage 2015 is perfect
While I’m still on honeymoon with Arnold I have to say that its ‘out of the
box’ shaders leave quite some room for improvement.
Examples:
Standard shader: lacks a second specular layer (quite the standard these days),
back facing is not textureable
Fur shader: you only get 'Kajija-Kay’ (very
On May 21, 2014, at 23:15, Jordi Bares jordiba...@gmail.com wrote:
- Shading is very granular and the examples and setups provided are not very
good so once you get it is good but not great yet. The actual implementation
of Arnold for Houdini is s much user friendly (looks a quite a lot
Thank you for expanding on the subject Jordi,
having a second look, it is apparent that you can only access Arnold compatible
nodes inside Arnold Materials. Also the image node for example comes with UV
options that indeed is so much more user friendly.
cheers
Andy
I’m still grieving over Softimages instability during shading and lighting ;-/
http://xsisupport.com/2013/09/11/getting-crash-dirty-exit-and-clean-exit-counts/
And our numbers look even worse.
Andy
Right you are, my Houdini love affair started quite while ago. But I truly fell
in love with it when I did actual work in it.
Andy
On May 22, 2014, at 20:44, Cristobal Infante cgc...@gmail.com wrote:
I've got over it by diving into Houdini, to more I learn the more I want to
dive deeper
On 21.05.2014, at 19:35, Ciaran Moloney moloney.cia...@gmail.com wrote:
Mantra aint too shabby...
I'm running a test scene and surprisingly Mantra keeps pace with Arnold
speed/quality wise (brute force). I really like all the options that Mantra
brings along. There's is an unmatched
Nukes script editor behaves the same way. Down to the Selection and Ctrl-Enter
to execute. For the reason Raf has mentioned.
Looking into Houdini there seems to be all options: the python shell and the
editor which does not delete the code :-)
Andy
On 13.05.2014, at 05:01, Matt Lind
Hi Nika,
very nice video. You should post this on the SESI forum too. With my limited
VOP experience I was able to export data with ‘Bind Export’. I’m currently
recreating your VOP setup to look into it.
Andy
On May 06, 2014, at 9:09, Nika Ragua nikaragu...@gmail.com wrote:
yo, raps !!!
13:24 GMT+04:00 Andy Goehler lists.andy.goeh...@gmail.com:
Hi Nika,
very nice video. You should post this on the SESI forum too. With my limited
VOP experience I was able to export data with ‘Bind Export’. I’m currently
recreating your VOP setup to look into it.
Andy
On May 06
2014-05-06 13:36 GMT+04:00 Andy Goehler lists.andy.goeh...@gmail.com:
sidefx.com and then register for the forum.
On May 06, 2014, at 11:28, Nika Ragua nikaragu...@gmail.com wrote:
thank you friends !!!
SESI forum? what is it? Andy, could you give a link?
And what is Blind Export?
ahahah
There’s definitively something strange in VOPs or it’s something I have not
wrapped my head around, but a simple point expression seems to do the job.
Let’s take this further at the SESI forum so some Houdini cracks will have a
look at it. I’ve uploaded the .hip there as I feel dirty attaching
sure, go ahead and attach it. glad I could help a little bit.
Andy
Sent on the road
On 06.05.2014, at 15:07, Nika Ragua nikaragu...@gmail.com wrote:
Andy showed 4 different variants of doing the same thing in houdini - very
handy and illustrative.
Never knew about the Point Wrangle node
like in ICE with get data?
2014-05-06 17:25 GMT+04:00 Andy Goehler lists.andy.goeh...@gmail.com:
sure, go ahead and attach it. glad I could help a little bit.
Andy
Sent on the road
On 06.05.2014, at 15:07, Nika Ragua nikaragu...@gmail.com wrote:
Andy showed 4 different variants
...bind export node...i write blind export ahahah ))) okay, i`ll dig it
later, seems to be complex stuff... and could it be read in the same VEX
tree, just like in ICE with get data?
2014-05-06 17:25 GMT+04:00 Andy Goehler lists.andy.goeh...@gmail.com:
sure, go ahead and attach it. glad I
Is that AD internal assumptions or have you ever approached your customers with
the idea of a bug/usability fix upgrade? Honestly?
Andy
On Apr 01, 2014, at 21:39, Maurice Patel maurice.pa...@autodesk.com wrote:
While everyone will argue that stability and usability are important they
don't
Hey Marcel, Sebastien and Rob,
it was sincere question, I didn’t intend to offend.
I guess it comes down to customer relation and communication, both of which
have been talk about enough already.
That sentence I replied to just triggered a button.
Sorry,
Andy
On Apr 01, 2014, at 22:51, Rob
If you're going to humanize this is a MUST read to all UI/UX designers.
Then have a look at the Softimage UI — rounded corners everywhere!
http://uxmovement.com/thinking/why-rounded-corners-are-easier-on-the-eyes/
Also, continue reading the references at the bottom.
Have a great day,
Andy
Sebastian, take it slowly and all will be well ;-)
As much as people like to refer VOPs/VEX to ICE, I’d say keep in mind they are
quite different.
While ICE cracks tend to go hardcore in ‘one' Tree, the Houdini guys use VOPs
in conjunction with the other OPs available to make up the overall
That sounds interesting, care to give me a hint?
Andy
On Mar 21, 2014, at 13:58, Sebastian Kowalski l...@sekow.com wrote:
procedural aov management
Moving from Softimage|3D to XSI 1.0 felt exactly the same ;-)
Andy
On Mar 18, 2014, at 23:23, Jordi Bares jordiba...@gmail.com wrote:
… instead they threw FCPX to the table clearly unfinished, from the ground up
amazing ideas but not finished and truly not to the standard of the industry.
Amen. Finally some sensible words — thank you Raffaele.
Andy
On Mar 16, 2014, at 12:11, Raffaele Fragapane raffsxsil...@googlemail.com
wrote:
Honestly, I don't know why people keep mentioning things such as she of vote
or rewrites and the such. XSI wasn't rewritten to get ICE with its
It’s been a rough time ever since the acquisition of Softimage by AD. And the
community has been held hostage with maintenance ever since (similar to the
situation Softimage|3D to XSI I might add). Our company has dropped maintenance
for four licenses two years ago and last year for the
I feel the same way.
While I can truly comprehend the emotional situation and respect the need to
voice it I have a hard time not to respond to some of the assumptions made here
about software design and development, ‘code base’, ‘core’, etc.
Andy
On Mar 09, 2014, at 9:12, Dan Yargici
Well put, I'm convinced this should apply to all of us using whatever software
to help us achieve what we want. Software as a tool is still very young an
constantly evolving. Be prepared for change. In some periods for the better, in
others for the worst.
Andy
On 08.03.2014, at 21:15, Mirko
I can’t count the many many times overrides have cost me overtime and
rerendering because of not working properly.
Andy
On Mar 08, 2014, at 23:02, Greg Punchatz g...@janimation.com wrote:
I can override ANYTHING in soft... a material to an objects position in
space..
Thank you for saying that Eric. While Softs Passes/Partitions are still great
and better than others out there, I feel the same way. Having to add yet
another object to a partition in x amount of passes is something I’ve become to
hate. Referencing of partitions/groups in passes would help,
Sounds great. How does the “Sort Controller” update the pass? By callback upon
switching to that pass or manually?
Andy
On Mar 08, 2014, at 23:35, Jonah Friedman jon...@gmail.com wrote:
We have a rule based way of sorting partitions called the Sort Controller,
originally conceived by Andy
On Mar 08, 2014, at 23:47, Jonah Friedman jon...@gmail.com wrote:
You manually update them by hitting sort or sort all. Also have a check
function that checks to see if anything is unsorted and report what.
Sounds like something I’ll start implementing on Monday.
Thanks for the inspiration.
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