Getting pre-fabricated shake-and-bake tools is also worth something,
especially since they remain procedural. C4D could surely can need more
of those.
Just like with ICE. I use the thickness op, and it's a blessing to have
it, but I have not much of an idea how it works.
Assuming that geometry tools will work - the ICE modelling equivalent in
HE. Is this the case?
Could even Mantra be invoked via Houdini Engine?

Anyway, it's clear that you cannot author the HE node network in the
host app, but when the frontend/interface is done well, the 'end
user'/artist needn't care that much.



------ Originalnachricht ------
Von: "Luc-Eric Rousseau" <[email protected]>
An: "[email protected]" <[email protected]>
Gesendet: 23.04.2014 16:40:01
Betreff: Re: Re[2]: Houdini Engine for Cinema4D


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...




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