Mmm… if you try (forgive me if I am getting it wrong) to represent data in the 
same way in Houdini you may struggle as it is a different principle.

Only subnetworks can store objects, what lies inside an object is the 
procedural network that is evaluated.

Therefore, if you have a table with four legs, they can be “sons” of a 
subnetwork, but the legs can’t be “sons” of the tabletop. You may pass data 
from one to the other and the behaviour will be similar to that of a hierarchy 
but of course, this is not and therefore won’t be represented as such in the 
Tree View.

In terms of the Tree View limitations, I agree they could bring some ideas from 
XSI into it but let’s not forget, representing a parallel workflow (SOPs for 
example) in a linear hierarchical way is simply not possible. Which is the same 
issue you find in XSI with ICE trees where they are represented by a operator 
in the op stack and you need a special viewer.

I hope I understood well your explanation.
jb

PS. With the guides… I am on it… but the problem is that I am super busy right 
now so finding time is proving very very very difficult.


> On 20 Oct 2017, at 20:09, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
> <j.ponthi...@nasa.gov> wrote:
> 
> Jordi,
>  
> Yes, I agree, it is a hierarchy, but the issue is the type of hierarchy it is.
>  
> The hierarchy that the Tree View presents is neither procedural nor spatial, 
> but rather resembles that of a file system. The word I used earlier was 
> “container view”. Tree View appears to be, for lack of a better description, 
> more appropriately a “Path View” like Windows Explorer where it reflects the 
> scene relative “file paths” of all objects in the scene. This is reflected in 
> your example of the first torus when we use 
> /obj/subnet1/subnet2/subnet1/torus_object1/tx to address x translation. This 
> is similar to the absolute Dag paths in Maya I suppose, those seen when  when 
> using “ls –l”. Though it seems to employ a more absolute context in Houdini 
> whereas in XSI or Maya you can address parameters from an object’s relative 
> path. The confusion in Houdini, for me at least, seems to be that the 
> hierarchy relative an object’s name path appears to be exclusive and 
> different from any spatial hierarchy? Or is this just a skewed perspective as 
> a result of studying the Tree View?
>  
> The subnet example you provided appears to be capable of producing a 
> hierarchy separate of  the torus and null, but in the context of the view 
> they would seem to be all part of the same hierarchy relative their absolute 
> scene path names. The second torus and null would seem to be peers to subnet1 
> under obj for example.  So it doesn’t seem that they are exclusive of the 
> hierarchy at all, they’re just not part of an extended hierarchy.
>  
> What I wanted to see was not the node path hierarchy but rather the 
> articulation hierarchy, or spatial hierarchy, the way either Explorer or 
> Outliner present it relative object ownership and spatial parenting. I’m 
> learning the spatial hierarchy in Houdini has to be constructed in Network 
> View buts its not clear from Network View whether these spatial relationships 
> are “hierarchical” or “procedural” since they are being constructed in way 
> that appears to be visually procedural, but it’s not clear if this is just an 
> abstraction (at Network View::Scene Level) or if it is actually procedural.
>  
> For example, the spatial relationships established at Geometry level (Network 
> View::Geometry) do appear to be procedural, since piping things into a 
> transform node for example can both transform and instance. This is not the 
> same behavior at Scene level and at Scene level there appears to be very few 
> nodes, if any, that appear to behave procedurally. That is, there appears to 
> be very few operators at Network View::Scene level, only objects or generator 
> nodes or subnet. I get the feeling that the “procedural” connections made at 
> the Network View::Scene level aren’t really procedural at all, but rather 
> only objective and/or spatial, though they inherently “look” procedural. This 
> just isn’t clear.
>  
> If that’s the case, the contextual behavior between Scene level and Geometry 
> level provides some degree of confusion because the underlying behavior of 
> each doesn’t match the similar visual context they are both using which 
> suggests procedural relationship and modification. That’s why I wanted to see 
> a clear spatial hierarchy representation, vs a path hierarchy or “procedural 
> hierarchy”, so I could determine what was acting procedurally on each other 
> vs what was related spatially, or both for that matter.
>  
> I guess the primary concern I have is in determining what is the best 
> practice for setting up any spatial hierarchies, and for that matter, where 
> can spatial hierarchies even be set up and how do they differ from context to 
> context (Scene vs Geometry for example). Until a couple days ago I thought 
> all network connections in Houdini were actually procedural. I’m now 
> questioning whether that is the case or are some of these connections that 
> look procedural, are they only abstractions for the sake of establishing 
> spatial hierarchy? If that is the case, which ones are abstractions and which 
> ones aren’t? How and what do I use to establish an awareness of what is being 
> edited by an operator vs what is taking only spatial transformation or 
> spatial governance? Is any spatial ownership actually occurring at all in 
> Houdini, like in XSI or Maya, or is my current assumption incorrect and are 
> all spatial relationships actually procedural but  more similar to 
> constraints? I could see that to be the case at the Geometry level but that’s 
> not the way it appears at the Scene level. None of this is very clear or I’m 
> just not looking in the right place yet J
>  
> And yes, “procedural hierarchy” is probably a misnomer. Since in theory a 
> procedural tree isn’t supposed to be rank based but rather restricted only by 
> IO type. Any node at the bottom should be capable of feeding back to any node 
> above it that at a minimum matches or uses its IO classes, so ownership 
> (rank) should be irrelevant. I guess that’s why I’m finding the use of a 
> procedural tree to establish spatial relationships, which are rank based, to 
> be somewhat unnerving and counterintuitive. It seems to go against the whole 
> grain of proceduralism. Unless there’s something about the way Houdini is 
> doing this that I don’t quite grasp yet?
>  
> BTW, your Softimage to Houdini document (all 849 pages of it!) is just 
> fantastic! I hope you plan to be doing more with it.
>  
> Joey
>  
>   <>
> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jordi Bares
> Sent: Thursday, October 19, 2017 6:40 PM
> To: Official Softimage Users Mailing List. 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=XlsBp8GvwJkE-NA5nIAdVlrDz2EOY1Ef2EsZ2SKOAVs&s=yBbaZwFkSpwlDDezCPJd4Ta89esTQLLtSVzu95xorBU&e=
>  <softimage@listproc.autodesk.com>
> Subject: Re: Houdini hierarchical organization
>  
> Just to clarify…
>  
> Hierarchies are fully represented in the Tree View, the content of an object 
> too but of course it is impossible to draw in a hierarchical way something 
> that is parallel.
>  
> For example, in XSI you have an object (that would be your Houdini Object) 
> and the operator stack in a linear fashion (which is your SOPs -with regards 
> to geoemtry- and in Houdini is non-linear so you can’t see it the same way). 
> Nevertheless you can still see all those SOPs nodes arranged in there.
>  
> BUT
>  
> When you are in your OBJ and you plug one object to another you are NOT 
> building a hierarchy, you are just passing data from one node to another, the 
> behaviour in many cases is exactly like a hierarchy, but remember you are 
> just passing data.
>  
> That is the reason you don’t see it graphed in the Tree View.
>  
> Try this
>  
> 1) Create an torus
> 2) create a subnetrowk
> 3) create another one
> 4) create another one
>  
> And now have a look at the TreeView… that IS a hierarchy.
>  
>  
> Now try this
>  
> 1) create a new torus
> 2) create a null
> 3) plug the null to the torus so the null affects the SRT data on the torus
>  
> Check and you will see that IS NOT a hierarchy although it behaves like one.
>  
>  
> I hope that helps
> jb
>  
>  
>  
>  
> On 19 Oct 2017, at 19:54, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
> <j.ponthi...@nasa.gov <mailto:j.ponthi...@nasa.gov>> wrote:
>  
> Olivier,
>  
> Yes, that’s what I was looking for. Though it really isn’t Tree View but 
> rather Network View in List Mode . Apparently its not possible to make Tree 
> View behave the way I was expecting it to. But I guess there is a greater 
> advantage to having Tree View and Network View in use simultaneously as long 
> as you understand that Tree View is neither procedural nor spatial in its 
> representation.
>  
> This is useful, and it confirms my initial perception of Tree View. It also 
> confirms that reconciling the multiple contexts that Network View apparently 
> governs, procedural vs spatial for example, is going to take a bit more 
> effort than I originally anticipated.  
>  
>  
> Thanks
>  
> Joey
>  
>  
> From: softimage-boun...@listproc.autodesk.com 
> <mailto:softimage-boun...@listproc.autodesk.com> 
> [mailto:softimage-boun...@listproc.autodesk.com 
> <mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Olivier Jeannel
> Sent: Thursday, October 19, 2017 2:25 PM
> To: Official Softimage Users Mailing 
> List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=XlsBp8GvwJkE-NA5nIAdVlrDz2EOY1Ef2EsZ2SKOAVs&s=yBbaZwFkSpwlDDezCPJd4Ta89esTQLLtSVzu95xorBU&e=
>  
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=HeGph8Xh5ttXXXkUA1HeWYPBLG2Qmno5epbEQVMdgfg&s=HSr8sPtL0vRAqzlfGZqIuieD_U92SvH8KA-P1XezYi8&e=><softimage@listproc.autodesk.com
>  <mailto:softimage@listproc.autodesk.com>>
> Subject: Re: Houdini hierarchical organization
>  
> Not sure I understand you well Jopseph, but here a little tutorial with som 
> "gem" about the tree view
> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_233232773&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=XlsBp8GvwJkE-NA5nIAdVlrDz2EOY1Ef2EsZ2SKOAVs&s=VL4K_qRyRMP4-fJ-UqaYIQyTvcevnqFcUShM7DcHoHA&e=
>  
> <https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_233232773&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=OKef69kBqPJXx68i4heEfHR30NI_NUub2sbaNk2wwws&s=LxaiEbXJ3vm44MM6t9mv5vJ_ShpJjcEj5uTiecLtIkM&e=>
> Apologies if I'm way out of topic.
>  
> 2017-10-19 20:08 GMT+02:00 Jonathan Moore <jonathan.moo...@gmail.com 
> <mailto:jonathan.moo...@gmail.com>>:
> Apologies for the rushed response as I'm heading out for an event. However, 
> the tree view in Houdini is best viewed simply as an alternative data 
> visualisation (best utilised a-z filtering). It's not an organisational view 
> or a place where you manipulate data. Transform hierarchies should be created 
> in the Network Editor and you can quickly traverse nesting structures via the 
> tree view.
>  
> In simple terms the Network Editor is where all major scene manipulations 
> take place and the Tree View is provided to aid navigation in complex node 
> structures.
>  
> At least that's the way I've always worked in Houdini.  ;)
>  
> jm
>  
> On 19 October 2017 at 16:47, Ponthieux, Joseph G. (LARC-E1A)[LITES II] 
> <j.ponthi...@nasa.gov <mailto:j.ponthi...@nasa.gov>> wrote:
> Hello folks,
>  
> I figured people using Houdini on this list would understand the context of 
> this question better, coming from a Softimage background, rather than an 
> exclusive Houdini background. I’ve been trying to learn Houdini the past 
> several months and I’ve suddenly realized something that has me questioning 
> some things that may very well be misconceptions on my part, about the 
> interface.
>  
> To get right to it, is there a way to make Tree View represent object 
> hierarchical parenting relative transform relationship?
>  
> I’ve discovered that I can create transform relationships just fine in 
> Network View, but that it has also taken some effort to realize what happens 
> in Network::Scene is both similar and dissimilar to what happens in 
> Network::Geometry and neither is exactly reflected the same way in Tree View. 
>  A big part of the dissimilarities that I’m starting realize differ on how, 
> and when, a network produces transform relationships versus when it permits 
> procedural editing of object data.
>  
> It seems that Tree View only depicts a kind of “container view” context. Or 
> rather, what is “inside” something else as opposed to what is the parented 
> relationship by transform or articulation context. Tree View is great for 
> finding and selecting something but more or less seems ineffective in setting 
> up a hierarchy of objects affected by transformation relationships. I’m 
> finding the only place I can do that is in Network View, and that the nature 
> of this changes in context somewhat depending upon Network View’s active 
> object context, whether its Scene or Geometry for example.
>  
> Which gets me to my next question, what and where is the proper way in 
> Houdini to set up hierarchical relationships of transform context? (Parenting 
> for articulation purposes)
>  
> I find I can use nulls or geometry in Network::Scene to do this but then I 
> have to use transforms in Network::Geometry to do the same thing. But 
> transforms in Network::Geometry also permit instancing of the geometry as 
> well as transform relationships and the entire behavior of the network in 
> Geometry seems to permit a higher degree of proceduralism than does the one 
> at Network::Scene level. While none of this is necessarily problematic, it 
> more fundamentally raises the question of “what is best practice?”. 
>  
> Should Geometry nodes be limited to only creating static objects and 
> hierarchical articulations established only at Scene level? If so, what nodes 
> are best used for transform hierarchies?
>  
> Or is reasonable to arrange structures in Geometry nodes that permit 
> transform articulations? The concern here is, of course, would such 
> structures end up inadvertently duplicating or instancing geometry where I 
> think I am setting up transform articulations instead?
>  
> And am I left with the ability to create transform articulation hierarchies 
> only in Network View and unable to create articulation hierarchies in Tree 
> View?
>  
> All thoughts or suggestions in this regard would be very welcome.
>  
> --
> Joey Ponthieux
>  
> __________________________________________________
> Opinions stated here-in are strictly those of the author and do not
> represent the opinions of NASA or any other party.
>  
>  
>  
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