IT HAS ARRIVED

go grab yours!!

https://www.sidefx.com/download/


On Fri, 10 Feb 2017 at 16:29 Pierre Schiller <activemotionpictu...@gmail.com>
wrote:

> I'm jumping into HU. But from the looks of it, indie and self teaching
> isn't first option. It would seem I'd need to get into HU by partnering
> with someone more experienced, as the tabs, sims and other tools need to be
> further digged on the interface and -of course- they are all needed. Having
> said that, HU has impressed me at new ocean sims and crowd sims with
> colliders, along with fur tools. Simply breath taking. Yes, it feels as a
> new software instead of an upgrade (and that is staying healthy) on the
> industry.
> We all know in the end, we miss working with nodes on ICE, and HU offers
> anoher cool set of nodes to keep playing with.
>
> Cheers.
>
> On Feb 10, 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.com> wrote:
>
> 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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