"The modo fanboys think they would get the houdini graph in Modo, for example, they are wrong."
I guess it depends to which Modo fanboys you talk to :-). Even though the Houdini engine is really, as you point out, nothing much other than an asset loader, it does open some nice possibilities for places where both applications have to co-exist in as much harmony as possible. There could be instances where you really need to bring in your Houdini asset into another app (some folks really like the Modo renderer, for instance), and having the flexibility of tweaking some parameters on it without having to do it in Houdini can save a lot of time. I do agree that in isolation, Houdini Engine will not do much for anyone, except letting you get assets from Orbolt. Sergio Muciño. Sent from my iPad. > On Apr 23, 2014, at 10:40 AM, Luc-Eric Rousseau <[email protected]> wrote: > > > Houdini engine doesn't offer procedural authoring (it's only the engine, not > the UI), you still need to know and use Houdini to author the asset and load > it in the other app. If you don't own Houdini, perhaps you're running other > people's assets, perhaps purchased on the asset store. Like buying effects > presets or a plug-in. The modo fanboys think they would get the houdini graph > in Modo, for example, they are wrong. > >> On Wed, Apr 23, 2014 at 10:16 AM, Eugen Sares <[email protected]> wrote: >> ; } >> >> Luc-Eric has a point, though, in that you would have to learn 2 applications. >> But then, isn't ICE in a way an 'application' on it's own also, or at least >> a very different department than the rest of the app? >> >> I guess this has been debated on other places already, but how deep is the >> HE integration into the host app? >> Can tools also be authored, with some UI interactivity, or is it meant to be >> more of a computing engine, that you invoke solely via some PPG? >> >> >> Bifröst, Fabric, HE... help! Too many nodes for a lifetime... must become a >> cycle messenger... >

