Yes, all of that is pretty straightforward without any maths although the ice 
looking growth structures may require some more involvement.

Certainly directing it 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:
> 
> I mean to keep things flowing.
> 
>> On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic <ognj...@gmail.com> wrote:
>> Why not just make rray.de/houdini ?
>> 
>> 
>>> On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore <jonathan.moo...@gmail.com> 
>>> wrote:
>>> When I think of emTopolizer I always think of Tim Borgmann's work for 
>>> Framestore. Any of the Nissan projects of 2013 are a strong showcase for 
>>> emTopolizer. But this Altima spot is my pick of the three.
>>> 
>>> https://vimeo.com/46490225
>>> 
>>>> On 9 February 2017 at 22:28, Jordi Bares <jordiba...@gmail.com> wrote:
>>>> Could I see some projects to be able to be more accurate? I would hate to 
>>>> give you the wrong impression of either easiness or difficulty.
>>>> 
>>>> jb
>>>> 
>>>> 
>>>>> On 9 Feb 2017, at 21:16, phil harbath <phil.harb...@jamination.com> wrote:
>>>>> 
>>>>> thanks for the response,  as far as the emtopolizer question, I guess 
>>>>> what I was asking was can I do that sort of thing without digging into 
>>>>> deep is there something close to the surface that already does that sort 
>>>>> of things or do those nodes already exist.  And mostly I am just talking 
>>>>> about the way emtopolizer is able to control islands of a mesh with a non 
>>>>> simulated particle system.
>>>>>  
>>>>>  
>>>>> From: Jordi Bares
>>>>> Sent: Thursday, February 9, 2017 3:59 PM
>>>>> To: Official Softimage Users Mailing 
>>>>> List.https://groups.google.com/forum/#!forum/xsi_list
>>>>> Subject: Re: houdini 16
>>>>>  
>>>>> Trying to answer you questions… below
>>>>>  
>>>>>> On 9 Feb 2017, at 20:48, phil harbath <phil.harb...@jamination.com> 
>>>>>> wrote:
>>>>>>  
>>>>>> sorry, yes, I meant emtopolizer.  I really like using ice to control 
>>>>>> each piece (fragment) of a geometry,  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 Mailing 
>>>>>> List.https://groups.google.com/forum/#!forum/xsi_list
>>>>>> Subject: Re: houdini 16
>>>>>>  
>>>>>> 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 <facialdel...@gmail.com> 
>>>>>>> wrote:
>>>>>>> Emtopology, yeah it's for free in Houdini :)
>>>>>>>  
>>>>>>> 2017-02-09 19:57 GMT+01:00 phil harbath <phil.harb...@jamination.com>:
>>>>>>>> while houdini is a topic of conversation, as a person still entrenched 
>>>>>>>> in softimage I have a couple of questions.  I use emtopology a lot to 
>>>>>>>> control object fragments and find it indispensable, is this something 
>>>>>>>> that houdini can do without, like you know, knowing the math to 
>>>>>>>> recreate the actual emtop tools.
>>>>>  
>>>>> You will be able to do that and more but of course, being more granular 
>>>>> you should expect an adaptation period that surely may be frustrating or 
>>>>> even painful (like any transition) but I am sure you will see the 
>>>>> posibilities and what is possible to do with Houdini out of the box.
>>>>>  
>>>>> In terms of maths, I would expect you should be fine although you may 
>>>>> want to take advantage of some tools by reinforcing some basic maths. 
>>>>> This should be all you need for pretty much 90% of what you may be after.
>>>>>  
>>>>> https://www.pluralsight.com/courses/houdini-practical-math-tips
>>>>>  
>>>>>>>>  
>>>>>>>> Also is there some sort of autorig generator and is there an 
>>>>>>>> equivalent to character sets.  I assume that whatever the houdini 
>>>>>>>> mixer is, it is not up there with the ease of use as the softimage 
>>>>>>>> mixer.  I am very happy with the Softimage toolset for character 
>>>>>>>> animation, so I hate to take huge step down,  all this talk about maya 
>>>>>>>> needing all sorts of scripts really turns me off, and the need to redo 
>>>>>>>> weights if any topology is changed.
>>>>>>>> 
>>>>>  
>>>>> Yes, there have been various incarnations and in the very latest version 
>>>>> 16 now brings a much simpler and more powerful now approach built by a 
>>>>> super experienced top rigger so I am sure will fit your needs without 
>>>>> sweating blood.
>>>>>  
>>>>> You can literally go from mesh to fully rig in under 30 minutes 
>>>>> (depending how fast you are with your placement of the guide rig) and 
>>>>> deployment of a fully ready asset.
>>>>>  
>>>>> jb
>>>>>  
>>>>> 
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