the pub...
>>>> But I'm definitely going to be there.
>>>>
>>>>
>>>> On Wed, Feb 1, 2017 at 2:08 PM, Matt Morris <matt...@gmail.com> wrote:
>>>>
>>>> Will aim to get into London in time to share a pre-event beer or 3, p
ey there!
>
> I´ll be there and hitting London around 11 a.m.
> Hope to see some old Softies over there!
>
> And Jonathan, thanks for the suggestion..I´m fine with that! ;) What time?
>
> cheers,
> oli
>
>
>
> Am 01.02.2017 um 13:18 schrieb Jonathan Moore:
>
> Hi Al
Hi All,
Just wondering who of our London contingent are going to the Houdini 16
launch event at Rich Mix next Monday.
I used to work just around the corner at Mother and tend to use a pub on
Redchurch Street as a meeting place for Rich Mix -* The Own & The
Pussycat **https://goo.gl/fIQdSj
gt;>
>>>> Adam.
>>>>
>>>> _
>>>> Adam Seeley
>>>> Love Vfx Ltd.
>>>> UK +44 (0) 7956 976 245
>>>> www.LoveVfx.co.uk <http://www.lovevfx.co.uk/>
>>>> www.linkedin.com/in/adamseele
I mentioned this over on the Modo beta forums, but it's also worth
mentioning here. Houdini is never going to be a replacement for a direct
modelling application because of the very nature of proceduralism. But
since H14 there has been a concerted effort to improve the direct modelling
user
;>
>>
>> On Wed, Feb 1, 2017 at 2:08 PM, Matt Morris <matt...@gmail.com> wrote:
>>
>> Will aim to get into London in time to share a pre-event beer or 3, pub
>> looks good.
>>
>> On 1 February 2017 at 13:10, Jonathan Moore <jonathan.moo...@gm
Morten, I asked Ben directly about Species & Fury last year ref making them
free and open source in the same manner as Crate and Momentum and he said
that it wasn't possible as he alone didn't own the IP for these projects.
I understand his position but seeing as he's no longer supporting the RLM
>
> That new feature list might be long and impressive in scope and function.
> But you have to ask yourself, did they bother to add a ViewCube?
:)
Too funny...
On 4 February 2017 at 15:08, Bradley Gabe wrote:
>
>
> That new feature list might be long and impressive in
>
> is this all of it, or are there more suprises? looks good though
Is this enough for you? :)
H15 new features.
-
On 4 February 2017 at 11:24, patrick nethercoat
wrote:
> This is very exciting. I've just started learning Houdini this
>
> Hey, where is that PDF Jordi (I think it was Jordi?) came up with for XSI
> users moving to Houdini?
Here you go Tim. I bundled them altogether to share with the Modo beta
group a while back if you remember.
https://d.pr/1h5t7.zip
They were put together for H13/14 (I think, I'm sure Jordi
A pleasure Tim. I'm certain you'll come to love the power of the dark side!
On 4 February 2017 at 19:39, Tim Crowson <tcrow...@gmail.com> wrote:
> I didn't remember, actually! :-D Thanks for the reminder! This is great!
>
>
> On Sat, Feb 4, 2017 at 11:23 AM Jonathan M
The great thing about Houdini is that they put out daily new builds and
publish an issues log daily too so you can see if something has been added
or a particular bug has been squished. Armed with that knowledge you're
always in control of whether it's better to stick with your production
build on
Mikael, I think it's also worth noting that you can do the exact same thing
whilst remaining in the POP dynamics context if you use POP Wrangles and
POP VOPs.
Do you have any specific reason for using the SOP Solver or is it just
personal preference? I was warned against using SOP Solvers with
I have two views here.
For personal work, I will continue to use XSI as long as it functions with
my operating system. But I could never advise a studio of 3 or more artists
to base their business model on an XSI based pipeline for all the reasons
that Jordi Bares mentioned in a similar thread
I do believe that Fabric Engine could be leveraged to fill some gaps. It's
never going to be ideal from a UX perspective and the biggest selling point
for me of XSI has always been the UX; but some workable extensions could be
implemented.
All that being said, 80% of my time is spent in Houdini
s while something renders isn't
>> the same.
>>
>> I implore you all to pick an application and just start using it. Look, I
>> love(d) Softimage. It was my favorite application ever, in a career that
>> was well over 20 years long at the point it was killed. By then,
SideFX never discount Indie, it's already a huge giveaway.
Houdini Core is half price (till May I believe) for those turning over
$100k plus and Houdini FX is priced for FX houses so that's unlikely to see
a discount unless and I think this is more likely in the long run, FX and
Core get unified
The idea of freezing the modelling stack in Houdini can feel counter
intuitive but go with the flow of the system design and it makes more
sense. Locking your stacks then collapsing them via netboxes is the simple
option, setting up file caches to export bgeo (or whatever other format you
prefer)
s explicitly specified not to? Even
> if nothing changes except perhaps regular transforms?
> (with no deforms)
>
> Also is there a command log to easily script things such as in this case,
> an export/import button?
>
>
>
>
> On 02/21/17 21:30, Jonathan Moore wrote:
&g
s well or?
>> ᐧ
>>
>> On Tue, Feb 21, 2017 at 8:14 PM, Jonathan Moore <
>> jonathan.moo...@gmail.com> wrote:
>>
>>> Other niceties about Apprentice is that when the time comes to move to
>>> Indie, Core or FX, SideFX will convert all or any of
I've always believed the long term strategy was to retire Softimage from
the day it was part of the Autodesk portfolio. The assets they were buying
were the development team. In the interim years parts of Maya have been
informed by Softimage and MCG in Max is very much a cousin of ICE (with a
lement 3d
> to do a "semi animated simulation"... :(
>
>
>
>
> On Feb 20, 2017 3:30 AM, "Jonathan Moore" <jonathan.moo...@gmail.com>
> wrote:
>
>> As Sven says plotting moved to Alembic in Momentum 4 (but the PDF files
>> weren't upda
gt;
> Sent from my iPhone
>
> On 19 Feb 2017, at 18:14, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
> Their was a recent FXGuide podcast where Mike Seymour, Jason Diamond and
> Matt Wallin discuss the visual effects in A Monster Calls.
>
> https://www.fx
t;
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Jonathan Moore
> *Sent:* 17 February 2017 22:27
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list <
are other studios just using clarisse as look dev? or are they using it
> for final render?
> because redshift is just so fast for final no flicker renders, would my
> guess that clarisse is comparable to arnold in render time be appropriate
> if it was for final render?
>
>
>> 20
feature Foundry like pricing! :)
You should definitely check it out.
http://www.isotropix.com/clarisse
On 17 February 2017 at 21:08, Artur W <artur.w...@gmail.com> wrote:
> Is clarisse katana like application?
>
> Artur
>
> 2017-02-17 21:23 GMT+01:00 Jonathan Moore <j
se
> simultaneously.
> It's still getting on its feet, big snag is ue4 alembic readers on Linux.
>
> Anyone with exp in this area, give me a shout.
>
> Extra plug/extra apology (I can't actually post on this group) anyone have
> the exocortex crate compiled on Linux for Maya 2
>
> I'm using clarisse's new renderer and it's been a dream. It's quickly
> becoming my favorite over redshift for shear polygon muscle.
> I had 180 billion polygons (no proxy) in a scene on my laptop the other
> day. Still running 90 fps like a champ.
Absolute agreement. I'm building something
The business practices of VFX has meant that I do all I can to advise the
students I work with at Univerity of the Arts (London) to look at motion
design as a career choice rather than VFX. It's not just about the issues
discussed in Hollywood's Greatest Trick; it's about having an ability to be
a
I take it all back. Emperor's new clothes syndrome with the new boolean
tools. They're as nasty to your geometry as ever they were. ;)
On the other hand, they're ace as cutting planes for destruction shots
where good surfacing doesn't matter so much.
On 23 February 2017 at 16:00, Jonathan Moore
. ;)
On 23 February 2017 at 19:47, Jonathan Moore <jonathan.moo...@gmail.com>
wrote:
> I take it all back. Emperor's new clothes syndrome with the new boolean
> tools. They're as nasty to your geometry as ever they were. ;)
>
> On the other hand, they're ace as cutting planes for
> The explanation of Florian, comparing Nuke with Houdini makes a lot of
> sense for me now, so Houdini doesn't really import a geometry, just reads
> from the file, I also work with Clarisse, is the same concept when working
> with geometry and caches.
>
> 2017-02-22 14:18 GMT-03:00 Jonat
m the file, I also work with Clarisse, is the same concept when working
>> with geometry and caches.
>>
>> 2017-02-22 14:18 GMT-03:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>>
>>> Don't worry, I'm not giving up Houdini because it doesn't have a freeze
>
For non deforming geometry the new boolean tools are ace. Just be sure you
don't have them set as "Render Polygons as Subdivision' in Mantra or
similar in Redshift. You'll end up with a garbled mess if you do!
It seems an obvious thing to say but years of doing things the SubD way can
makes you
the other MPC branches played in Monster Calls,
> but I don't think our folks here in Vancouver did much if any on this one.
> I know we in lighting never worked on it.
>
> Jon, Henning did some asset work on this before going to Dneg. He might
> know more.
>
> On Sun, Feb 19, 2
e of the other depts must have lent a hand. It's pretty awesome
>> that Glassworks got to do this though. Fantastic and hat's off!
>>
>> On Sun, Feb 19, 2017 at 2:31 PM Jonathan Moore <jonathan.moo...@gmail.com>
>> wrote:
>>
>>> Thanks for the info Tim.
>
> May be but the new wave of artists/designers I have met are certainly not
> afraid of getting onto very technical stuff… is this a trend? I think so
> but I may be wrong here.
Sure but don’t underestimate the situation, like new directors that think
> multiple media in a natural form and are
Their was a recent FXGuide podcast where Mike Seymour, Jason Diamond and
Matt Wallin discuss the visual effects in A Monster Calls.
https://www.fxguide.com/thevfxshow/vfxshow-215-a-monster-calls-the-vfxshow-bonus-sundance-chat/
Visually one of my favourite films of recent years. The art
Jordi, I'm on your side of the discussion and for many of the same reasons
but it must also be said there are studios doing very good business off the
back of primary host DCC's supported by 3rd party plugins. The C4D business
model has been based off this premise for a very long time. ;)
The
This is the wording on the purchase page. As I mentioned before, if you're
using Houdini alongside another DCC, the income threshold SideFX are
interested in only relates to income derived from Houdini itself.
*I confirm that any financial considerations received, directly or
> indirectly, from
t's pretty awesome
>
> On 21 February 2017 at 17:20, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
>> This is the wording on the purchase page. As I mentioned before, if
>> you're using Houdini alongside another DCC, the income threshold SideFX are
>> interested
@andynicholas.com>:
>>>
>>>> Not to mention, if you're doing any sort of Python or VEX coding, then
>>>> Apprentice isn't a restriction at all. That's incredibly useful.
>>>>
>>>> I only wish The Foundry were a little more flexible and Nu
As Sven says plotting moved to Alembic in Momentum 4 (but the PDF files
weren't updated),
The fastest way to export to Alembic in 2015 SP2 is by using the built in
Alembic exported under the file menu rather than Crate.
As a simple test, load scene 55 from the bundled scene content
and making it look like that will take a lot of
>> work and flair but the underlying toolset can do that without any calculus.
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 10 Feb 2017, at 03:41, Ognjen Vukovic <ognj...@gmail.com> wrote:
>>
>&g
I think Matt Estela summed up Houdini most succinctly for me. He said
'loosely' at a fundamental level everything in Houdini comes down to the
manipulation of attributes on points. It's all about wrangling the data.
I'm sure most people on this list know his site but for those that don't
combination of the new network editor, radial
menus and a boolean system that simply works without fear of nasty
surfacing makes H16 easier than ever to adapt to. But at it's core the it's
still the same Houdini.
On 22 February 2017 at 16:47, Jonathan Moore <jonathan.moo...@gmail.com>
wrot
>
> Houdini is an amazing software, I just don't understand why I can't
> collapse nodes, I think every DCC can do that, simplify things when
> necessary.
I understand exactly what you're asking but I think it goes against a
fundamental principle of the Houdini UX design. It's built to be fully
2017 7:38 AM, "Sebastien Sterling" <
>>>>> sebastien.sterl...@gmail.com> wrote:
>>>>>
>>>>> looks awesome !!! more modeling stuff creeping in to the update
>>>>> On 10 February 2017 at 08:59, Jordi Bares <jordiba...@gmail.co
emTopology or emTopolizer? If we're talking emTopolizer, Eric stuck enough
unique tools and workflows in there to keep me coming back for years to
come. :)
Much as I love Houdini, it would be even better with Eric on the payroll!
On 9 February 2017 at 20:24, Olivier Jeannel
etry, I am really hoping whatever I move to next
> has that capability, so if anyone knows if there is anything out there like
> it for any problem, I would be grateful.
>
> *From:* Jonathan Moore
> *Sent:* Thursday, February 9, 2017 3:43 PM
> *To:* Official Softimage Users
ing whatever I move to next
> has that capability, so if anyone knows if there is anything out there like
> it for any problem, I would be grateful.
>
> *From:* Jonathan Moore
> *Sent:* Thursday, February 9, 2017 3:43 PM
> *To:* Official Softimage Users Mailing List.https://groups.google.
ell of a release.
>> On Tue, Feb 7, 2017 at 8:35 AM Jordi Bares <jordiba...@gmail.com> wrote:
>>
>>> Give them a year and let’s have a look again. ;-)
>>> Jb
>>>
>>>
>>>
>>> On 7 Feb 2017, at 15:52, Jonathan Moore <jonath
.
>> On Tue, Feb 7, 2017 at 8:35 AM Jordi Bares <jordiba...@gmail.com> wrote:
>>
>>> Give them a year and let’s have a look again. ;-)
>>> Jb
>>>
>>>
>>>
>>> On 7 Feb 2017, at 15:52, Jonathan Moore <jonathan.moo...@gmail.com>
&
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
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
rs." 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
>> M
The really cool thing with the Entagma tutorials, is that the community
usually come up with variations on the theme that have equal value. And as
ever with the Houdini community theres some super smart artists out there
that often provide more efficient solutions too.
On 27 February 2017 at
Loving the new H16 Smooth node. As in previous version of Houdini, this
smooths the topology of a Mesh without adding to the poly count. In
previous versions of Houdini it employed a Laplacian (Gaussian) smoothing
algorithm which did the job but tended to blur the detail too much.
The new version
brilliant... thanks for sharing.
> I still haven't checked this one. it's so much to see!!
>
>
>
> On 28 February 2017 at 10:31, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
>> Loving the new H16 Smooth node. As in previous version of Houdini, this
>> smooths t
effects. ;)
On 28 February 2017 at 19:06, Andy Goehler <lists.andy.goeh...@gmail.com>
wrote:
> 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 <jonathan.moo...@gmail.c
Apologies Andy (Nicholas) I hadn't seen you'd already replied with the
answer.
On 1 March 2017 at 17:41, Andi Farhall wrote:
> i've been following along to some paid tutorials,
>
>
> this set might help.
>
>
> http://www.rohandalvi.net/textures/
>
>
>
>
>
>
>
>
st
> *Subject:* Re: Getting close to a 3 year old EOL annyversary
>
>
>
> Ligjtwave returns ? Seriously ?
>
>
>
> 2017-03-01 16:44 GMT+01:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>
> I think disrupters still exist in the marketplace. You just have
The Shop context is only included for Backwards compatibility in H16.
Go to the Mat context (it's not really a context as such, but you'll get
what I mean), press tab and start typing principled.
It's still there just in a new place.
On 1 March 2017 at 17:02, Andi Farhall
The principal is the pretty much the same Laurence, it's just that the new
Mat area drops you directly into a simplified VEX builder (which is akin to
a standard nodal shading interface in Maya/Max) without forcing you into
the inner engine - which can be a tad intimidating when you first see it.
One other thought with regards to Strands in Houdini is that the Softimage
concept of Strands is supported via Redshift (with all the same Strand
primitive types). This stops you from having to use a Polywire to create
geometry from your curves and is far more efficient as the Polywire SOP is
Tim, You mentioned earlier that you're not such a fan of the Solver method
as you like to keep things interactive.
I apologise if if I'm teaching you to suck eggs here, but you can pin the
viewport, post the Solver node. Then when adapt your Wrangle code in the
Solver, you're able to view the
I was true in 2002 and it's still true in 2016... ;)
On 18 November 2016 at 18:35, Stephen Blair wrote:
> Softimage 2002 "Why should I buy XSI?"
> http://wp.me/powV4-3mW
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to
Ace to see Softimage and Fabric Engine singing in perfect harmony.
On 17 November 2016 at 15:56, Eric Thivierge wrote:
> Hey all,
>
> This new video from ILM has a few clips and information about the work we
> did on Warcraft at Hybride. We used Softimage and Fabric Engine
nd your output is not 100% reliable all the time. One could
>> introduce small artifacts that are hard to see in dense meshes but will
>> surelly show up as holes or overlapping geo at rendertime.
>>
>> anyway, I'm also diving slowly into houdini as projects allow, and I'm
> hey thanks everyone for the feedback. I tried meshmixer, but houdini
> actually does the job better and faster (of course because it is more
> biased in terms of workflow choices), so I'll stick to that ultimately. The
> attribute transfer SOP was what I needed. yayy =)
>
> 2016-12-12 19:10
I find QuickThickness (on rray) to be pretty reliable.
You'll need to flip the normals on the inside surface but it avoids self
intersections and remains parallel (as long as you're not adding too much
thickness for the topological layout of the points).
>
> you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
> -Ronald
Interesting. Meshmixer works in a similar manner to the VDB tools in
Houdini (it's solidifying and hollowing tools are based on voxels).
I can see how it's useful for
Pencil mustachioed fascists on a rampage, consuming all their wake - not
like Autodesk at all then... ;)
On 7 December 2016 at 23:18, Steven Caron wrote:
> Ya, it's inevitable. Goodwin's Law but with Autodesk instead.
>
> Let's just avoid it this time?
>
> On Wed, Dec 7, 2016
>
> My Ice solution is working well enough and I have tight deadlines
>
>
Same with me Chris. I was just following the flow of the thread rather than
answering your original request. Love XSI and Houdini in equal measure! :)
On 13 January 2017 at 17:16, Steven Caron wrote:
>
>
> Arnold has a curvature shader now
Likewise for Redshift.
On 13 January 2017 at 18:37, Laurence Dodd <laure...@porkpie.tv> wrote:
> Arnold has a curvature shader now
>
> On 13 January 2017 at 16:17, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
By the way Chris, just took a peek at the ICE solution you shared earlier
in the thread, really elegant. Especially like the way the main and sub
ranges are fed by the position of two control curves.
Nice. :)
On 13 January 2017 at 17:20, Jonathan Moore <jonathan.moo...@gmail.com>
wrote:
That edge shader of Reinhard's is great, although it's only compatible with
Mental Ray out of the box (AFAIK).
It's easy enough to bake down and use with Arnold or Redshift, so the MR
only thing isn't too much of a problem.
On 13 January 2017 at 16:05, gareth bell wrote:
>
> With OpenVDB you could do some cool terrain stuff I am sure.
There's a cool OTL on Orbolt for VDB booleans, which is ace for
canyons/caves and such like. The VDB tools in Houdini are peerless.
On 13 January 2017 at 16:22, Steven Caron wrote:
> SideFX teased some terrain
gt; > >>> I plan on being there also. Deadlines permitting...
> > >>>
> > >>> On Thu, Jan 12, 2017 at 5:09 PM, Matt Morris <matt...@gmail.com
> <mailto:matt...@gmail.com>> wrote:
> > >>> I'll be there, hoping to bump into some ol
>
> For those of us who are keen to switch to something that has some
> similarities to ICE, is there a way of doing some tutorials of the basics
> of simple effects done in ICE remade in Houdini?
Chris, you should take a look at the Jumpstart series over at HelloLuxx.
Adam Swaab is a great
iba...@gmail.com>:
>> >>>>
>> >>>>
>> >>>> Just come, believe me.
>> >>>>
>> >>>>> On 12 Jan 2017, at 17:22, Dan Yargici <danyarg...@gmail.com> wrote:
>> >>>>>
>> >>&g
>
> Stay tuned to Feb 6th… I will leave it there and say no more.
Presuming you'll be in Bethnal Green on the evening of the 6th then? ;)
On 12 January 2017 at 16:49, Jordi Bares wrote:
> Stay tuned to Feb 6th… I will leave it there and say no more.
>
> jb
>
> On 12
cup
> in terms of scalability.
>
> Anyway, great to see Krakatoa is so efficient… I know we have at
> Glassworks a few licenses of Krakatoa and a guy that knows it so it may be
> a nice test.
>
>
> Will keep you posted
> Jb
>
>
> On 30 Nov 2016, at 15:03, Jonathan Moore <
It's also worth noting that the Redshift team are working on true point
rendering within Redshift (rather than instanced geometry). Can't wait to
see how that turns out.
On 30 November 2016 at 16:28, Jordi Bares wrote:
> That could be excellent look treatment… look forward
(and with far less
memory overhead).
Food for thought anyway.
On 30 November 2016 at 16:56, Jordi Bares <jordiba...@gmail.com> wrote:
> Really? That is going to be really fun to play with… these guys are on
> fire!
>
> :-)
>
> jb
>
> On 30 Nov 2016, at 16:35, Jonathan Mo
It looks very much like a Krakatoa rendering (or anything that can cope
with hundreds of millions of particles).
It's generally achieved by particle advection in a fluid sim (a very
viscous one in the case of the Robinsons ad).
The example here is advecting 40 million particles through emFluid4
1.jpg
>
> Volumes
> http://www.iamag.co/features/itsart/wp-content/uploads/
> 2015/05/Houdini-smoke-solver-3.jpg
>
> enjoy
> Jb
>
>
>
>
>
> On 30 Nov 2016, at 13:57, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
> OpenVDB is a good option f
Jordi Bares <jordiba...@gmail.com> wrote:
> Now I want to do a test on speed. ;-)
>
> On 30 Nov 2016, at 14:38, Jonathan Moore <jonathan.moo...@gmail.com>
> wrote:
>
> I love Houdini for particle advection but it's slow to render in
> comparison to Krakatoa
OpenVDB is a good option for rendering, especially in combination with
Redshift. However, I've found that point rendering gives far more control
for this type of effect over VDB (which more often than not still looks
more like a smoke volume rather than fluid dispersion). Additive
plasma-like
I think Andy covered off most stuff. The only thing I can reiterate is the
importance of VEX. I shared a link the other day to the VEX masterclass with
Jeff Wagner and had positive feedback from other XSI alumni on this list. If
you haven’t watched it yet, you should. It makes sense of many of
I’m with you Andy.
The thing I think makes the biggest difference when you first start out on your
Houdini journey is having an ability to stop comparing Houdini to
Softimage/Maya/C4D etc. It’s seems blasé to say that, but the sooner you start
using Houdini it on its own terms the sooner
Not that I know of. I seems to be something that affects H16 to a greater
extent than previous versions.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of p...@bustykelp.com
Sent: 24 March 2017 10:45
To: Official Softimage Users
The improvements to the network editor in Houdini 16 is probably my favourite
aspect of the release. It answers many of the complaints you mention Oliver.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Olivier Jeannel
Sent: 24
It's focus is the non-destructive benefits of using CHOP's for rigging.
https://vimeo.com/209784546
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in the subject, and reply to confirm.
Much like with ICE in XSI, the Houdini community provide some really
excellent extensions to Houdini that answer a range of challenges. One such
example is this HDA for working with ramps.
https://vimeo.com/209920249
You can download the asset itself of the complete library, which contains
various other options in there which can be helpful for sorting and grouping
the objects in a tree structure. Definitely worth playing with anyway. Sorry
for the misinformation before!
Cheers,
A
On 26/03/2017 13:55, Jonathan Moore wrote:
Thanks Andy.
From: softimage-boun...@lis
start using it localy.
https://vimeo.com/207626604
2017-03-28 11:51 GMT+02:00 Fabricio Chamon <xsiml...@gmail.com
<mailto:xsiml...@gmail.com> >:
whaaat? that is do comforting. =)
nice job sidefx
2017-03-28 11:42 GMT+02:00 Jonathan Moore <jonathan.moo...@gmail.com
<ma
y
On Mar 28, 2017, at 4:49 PM, Jonathan Moore <jonathan.moo...@gmail.com
<mailto:jonathan.moo...@gmail.com> > wrote:
I think the thing that can cause frustration when applying an ICE mindset to
Houdini is that ICE had quite a few macro helpers even when working at a micr
Personally I think it makes sense to do something independent of qLib but
at the same time I think it's worthwhile consulting with the qLib chaps.
Someone else I think is worth involving is Nick Taylor. He's UK based and
has already put a library together inspired by qLib.
Thanks Andy.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 26 March 2017 00:37
To: Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list
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