Re: modo / houdini + fabric engine
they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini?
modo / houdini + fabric engine
For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini?
Re: modo / houdini + fabric engine
I was thinking more about the simulation solvers. Flip and fluid solvers ect. I think it takes still some time to make that happen. Then again who knows what Mootz is up to ; ) Rigging in Fabric is already very promising! - J On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Given their current focus is rigging i'm sure that solvers will be addressed shortly, these are pretty amazing people as I'm sure is news to no one here :P On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com wrote: Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: modo / houdini + fabric engine
Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: modo / houdini + fabric engine
There is nothing stopping you from creating solvers currently. We have a Hair simulation solver going at Hybride currently that Ahmidou is pushing on. Getting some awesome results. Utilizing Fabric for the calculations and pushing back into Softimage to strands. Nothing stopping us doing the same in Maya I don't think either. I wouldn't say that Fabric is just working on Rigging. It's the easiest thing to target currently as it's mostly just driving transforms, but there isn't anything stopping you from doing some work in other areas. For solvers, we'll be shipping Kraken with a few standard ones that you'll be able to use and build your own components from: 2 Bone IK / FK N Bone IK / FK Bezier Spine Multi Pose Constraint Eric Thivierge http://www.ethivierge.com On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson juhani.karls...@talvi.com wrote: I was thinking more about the simulation solvers. Flip and fluid solvers ect. I think it takes still some time to make that happen. Then again who knows what Mootz is up to ; ) Rigging in Fabric is already very promising! - J On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Given their current focus is rigging i'm sure that solvers will be addressed shortly, these are pretty amazing people as I'm sure is news to no one here :P On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com wrote: Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: modo / houdini + fabric engine
Is there something like softs constrain to cluster ? On 7 July 2015 at 15:34, Eric Thivierge ethivie...@gmail.com wrote: There is nothing stopping you from creating solvers currently. We have a Hair simulation solver going at Hybride currently that Ahmidou is pushing on. Getting some awesome results. Utilizing Fabric for the calculations and pushing back into Softimage to strands. Nothing stopping us doing the same in Maya I don't think either. I wouldn't say that Fabric is just working on Rigging. It's the easiest thing to target currently as it's mostly just driving transforms, but there isn't anything stopping you from doing some work in other areas. For solvers, we'll be shipping Kraken with a few standard ones that you'll be able to use and build your own components from: 2 Bone IK / FK N Bone IK / FK Bezier Spine Multi Pose Constraint Eric Thivierge http://www.ethivierge.com On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson juhani.karls...@talvi.com wrote: I was thinking more about the simulation solvers. Flip and fluid solvers ect. I think it takes still some time to make that happen. Then again who knows what Mootz is up to ; ) Rigging in Fabric is already very promising! - J On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Given their current focus is rigging i'm sure that solvers will be addressed shortly, these are pretty amazing people as I'm sure is news to no one here :P On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com wrote: Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: modo / houdini + fabric engine
And then stuff like this happens :P http://www.awn.com/news/mpc-fabric-software-unveil-fabric-pixar-s-renderman?utm_source=dlvr.itutm_medium=facebook On 7 July 2015 at 15:23, Juhani Karlsson juhani.karls...@talvi.com wrote: I was thinking more about the simulation solvers. Flip and fluid solvers ect. I think it takes still some time to make that happen. Then again who knows what Mootz is up to ; ) Rigging in Fabric is already very promising! - J On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Given their current focus is rigging i'm sure that solvers will be addressed shortly, these are pretty amazing people as I'm sure is news to no one here :P On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com wrote: Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: modo / houdini + fabric engine
Fabric doesn't have a concept of clusters currently so no. I'm sure you could implement something similar though. Eric T. Eric Thivierge http://www.ethivierge.com On Tue, Jul 7, 2015 at 10:39 AM, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Is there something like softs constrain to cluster ? On 7 July 2015 at 15:34, Eric Thivierge ethivie...@gmail.com wrote: There is nothing stopping you from creating solvers currently. We have a Hair simulation solver going at Hybride currently that Ahmidou is pushing on. Getting some awesome results. Utilizing Fabric for the calculations and pushing back into Softimage to strands. Nothing stopping us doing the same in Maya I don't think either. I wouldn't say that Fabric is just working on Rigging. It's the easiest thing to target currently as it's mostly just driving transforms, but there isn't anything stopping you from doing some work in other areas. For solvers, we'll be shipping Kraken with a few standard ones that you'll be able to use and build your own components from: 2 Bone IK / FK N Bone IK / FK Bezier Spine Multi Pose Constraint Eric Thivierge http://www.ethivierge.com On Tue, Jul 7, 2015 at 10:23 AM, Juhani Karlsson juhani.karls...@talvi.com wrote: I was thinking more about the simulation solvers. Flip and fluid solvers ect. I think it takes still some time to make that happen. Then again who knows what Mootz is up to ; ) Rigging in Fabric is already very promising! - J On 7 July 2015 at 17:16, Sebastien Sterling sebastien.sterl...@gmail.com wrote: Given their current focus is rigging i'm sure that solvers will be addressed shortly, these are pretty amazing people as I'm sure is news to no one here :P On 7 July 2015 at 14:13, Juhani Karlsson juhani.karls...@talvi.com wrote: Houdinis strong point is not only the procedualism but also very good solvers and those took long time to develop. If Fabric would get that good solvers I would imagine it being quite a beast as it can run on other dccs. Modo is complete opposite to Houdini. I have been using it since 101 and it`s great for content creation but I would not make the whole studio run on it. - J On 7 July 2015 at 14:59, Sebastien Sterling sebastien.sterl...@gmail.com wrote: they are fairly different packages now. I don't know if Fabric out of the box will compensate for everything Houdini has to offer, i feel fairly certain that in time it will, or if you are a KL Wiz kid you can do some crazy stuff, but it would still be a huge undertaking. The guys said at the mo they are concentrating on rigging. maybe later they work on particles, fluid sims, hair and fur, maybe people like Poobi or Mootz create addons and plugins to extent functionality that would be the beauty of fabric to a 3rd party, you can sell your plugins to every package user. On 7 July 2015 at 12:23, Doeke Wartena doeke.wart...@gmail.com wrote: For me a good reason to go houdini was the node based programming it supports. But now with Fabric Engine I feel it will be much butter to build tools with that. So with fabric engine in mind, I wonder how people feel about modo v.s. houdini? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi