Thanks Simon. It looks like a good repository, but I have to say it makes my head hurt straight away. Back to XSI for now.
Morten > Den 8. november 2016 klokken 10:54 skrev Simon Reeves <si...@simonreeves.com>: > > > Completely agree APART from the spells obviously. > > I have been using vops all the time and now am starting to think I should > learn some more basic vex code for wrangles. When I have seen more > experienced working I see how they could be really useful. On the other > hand vop networks (the ones like ICE, people say vopsop as thats the old > name) are very clear whats going if someone else was to pick it up.? > > To have the option is the best bit! > > Morten as I said I looking to do some more vex, I found this, looks handy, > Im sure there are many others, the docs are quite good too > https://sites.google.com/site/fujitarium/Houdini/sop/wrangle > > On Tue, 8 Nov 2016 at 09:41 Morten Bartholdy <x...@colorshopvfx.dk> wrote: > > > Thanks for the advice Gerbrand, it is much appreciated. I have no love for > > Maya and if anything, that might help me get over the steep part of the > > learning curve with Houdini, knowing greener grass fields lay ahead. > > > > I guess it is time to give it some attention. > > > > BTW did you learn these expressions from tutorials? > > > > > > Cheers > > Morten > > > > > > > > > > > Den 8. november 2016 klokken 08:50 skrev Gerbrand Nel <nagv...@gmail.com > > >: > > > > > > > > > I just want to jump in regarding the scripting and expressions in > > houdini. > > > I also hate scripts and expressions.. I want to make pictures with > > > pictures, not pictures with words. > > > In Houdini so far I've learned about 10 expressions and scripts. > > > The are short things like: > > > fit01() and rand($PT) > > > I call them spells, cause it takes the "maya" out of it, and you need > > > spells to make magic. > > > These 10 spells gets used every day for almost everything I do in > > > houdini, but most of the time I'm connecting nodes like its xmas. > > > You also can avoid vex wrangling completely by using vops instead. (Vops > > > are almost exactly like ice trees) > > > Whenever I do a tutorial involving wrangle nodes, I either do it in > > > vops, or cut my losses and look for another tutorial. > > > > > > I think its fair to say that I use houdini in a very non-td kind of way. > > > That being said, I'm creating things I couldn't after 10 years in soft, > > > and going home at 5pm almost every day. > > > Walking past my friends who chose Maya, knowing they'll be at their > > > desks for another 2 hours at least, is the hardest part. > > > > > > The point I'm trying to make is: There are a few scripts you'll have to > > > learn, but its not so bad, and well worth it! > > > G > > > On 2016/11/04 10:44 AM, Morten Bartholdy wrote: > > > > Thanks for all the good suggestions. I am actually using IFX+Momentum4 > > too which didn't quite manage, as it quickly gets slow with many polygon > > islands, and very unstable after ground impact. So I was looking for > > something simpler without collisions between fractured pieces where I could > > just make them start flying off the surface. > > > > > > > > Imagine a person covered with a thin shell of metal, which fractures, > > then pieces start flying away locally and eventually all remaining pieces > > drop and tumble to the floor. > > > > > > > > The first part could be done without collisions, then the later action > > need simulation with collisions. they are separate cuts so I have some > > freedom here, regarding methods. > > > > > > > > I found Gustavos Motion Tools bullet implementation faster and more > > stable than Momentums (!) but need to check with the full amount of > > geometry. The trouble is the shell is not very thick, so the solvers have a > > hard time handling intercollisions between fractured pieces. > > > > > > > > I would say I am inclined to give Houdini a try after the descriptions > > here after all, but likely not for this job. > > > > > > > > > > > > > > > > > > > >> Den 3. november 2016 klokken 17:12 skrev Simon Reeves < > > si...@simonreeves.com>: > > > >> > > > >> > > > >> I did lots of fracturing and deforming (rather than simulated) on a > > job a > > > >> year or so ago in xsi with momentum ice etc. Though I was fairly > > happy with > > > >> the system I had (based on a vimeo video from eric mootz by the way! > > About > > > >> controlling pieces in ICE) really it was pretty buggy and slow, had > > to be > > > >> really delicate with xsi to avoid crashes. > > > >> > > > >> After having used Houdini for a couple of months my life would have > > been > > > >> soooooooo much easier in there for that job. > > > >> I really haven't found the learning curve as steep as I thought (read > > > >> about). > > > >> I've used it most of 2016 now, I haven't touched xsi other than > > modelling > > > >> (TODO: learn something not-dead for modelling) > > > >> > > > >> You can forget about those concerns about having to rely on > > expressions! If > > > >> you dont want to have to use expressions all the time avoid Maya not > > > >> Houdini :) > > > >> > > > >> > > > >> On Thu, 3 Nov 2016 at 15:55 Morten Bartholdy <x...@colorshopvfx.dk> > > wrote: > > > >> > > > >> It was long ago and I know Houdini has progressed immensely, but from > > what > > > >> I hear you still have to use expressions a lot, and I am much more a > > > >> connect nodes and click buttons guy. It is awesome what can be done > > with > > > >> Houdini, but it is just not very userfriendly that you have to > > remember or > > > >> keep a repository of expressions to get things done. > > > >> > > > >> I wish it they would make an effort to get everything working with > > their > > > >> nodes so it would just be a matter of connecting them right - how hard > > > >> would that be, since the functionality is there..? > > > >> > > > >> //Morten > > > >> > > > >> > > > >> > > > >> > > > >>> Den 3. november 2016 klokken 16:39 skrev Cristobal Infante < > > > >> cgc...@gmail.com>: > > > >>> > > > >>> "To get anything working" > > > >>> > > > >>> That's simply not true. Yes you can use some expressions here and > > there, > > > >>> and some of it is the houdini way. Once you learn expression they > > make > > > >> your > > > >>> life easier. I personally use Evernote to write them down, > > eventually you > > > >>> will learn them. > > > >>> > > > >>> The setup you described can be done with no expressions at all.. Up > > to you > > > >>> though ;) > > > >>> > > > >>> > > > >>> On 3 November 2016 at 14:43, Morten Bartholdy <x...@colorshopvfx.dk > > > >>> <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>> wrote: > > > >>> > > > >>>> Well yes, I am sure Houdini is up to the task, and almost as sure I > > am > > > >> not > > > >>>> ;-) I tried a bit of Houdini tutorial once and quickly got stuck > > > >> because > > > >>>> you have to type in expressions here and there to get anything > > working, > > > >> and > > > >>>> I am just not the syntax type. > > > >>>> > > > >>>> I actually found that Gustavo Eggert Boehs fine Motion Tools > > probably > > > >> can > > > >>>> do what I want, so I will give that a spin. > > > >>>> > > > >>>> //Morten > > > >>>> > > > >>>> > > > >>>> > > > >>>>> Den 3. november 2016 klokken 14:46 skrev Cristobal Infante < > > > >>>> cgc...@gmail.com <javascript:_e(%7B%7D,'cvml','cgc...@gmail.com > > ');>>: > > > >>>>> > > > >>>>> This would be very straight forward in houdini, and possibly a good > > > >>>>> exercise to get going ;) > > > >>>>> > > > >>>>> On 3 November 2016 at 13:19, Morten Bartholdy <x...@colorshopvfx.dk > > > >>>> <javascript:_e(%7B%7D,'cvml','x...@colorshopvfx.dk');>> wrote: > > > >>>>>> I am trying to put together an effect where I need to explode > > > >>>> prefractured > > > >>>>>> chunks of geometry from a mesh. > > > >>>>>> > > > >>>>>> Ideally it should be controllable so I can move a null o an object > > > >>>> around > > > >>>>>> and start bits flying off away from the original unfractured > > objects > > > >>>>>> surface along the normals. > > > >>>>>> > > > >>>>>> I Have fractured the bits and used Julian Johnsons excellent > > Faster > > > >>>>>> Polygon Islands operator to generate particles and lock the chunks > > > >> to > > > >>>> the > > > >>>>>> particles. This setup works fine in a non simulated tree where I > > > >> can do > > > >>>>>> nonsimulated effects like turbulizing the position of the > > particles > > > >>>> with > > > >>>>>> emtool_turbulize_position, but I need to make it simulated, apply > > > >> some > > > >>>>>> forces, and use some sort of inititalizing object for the effect, > > so > > > >>>> it can > > > >>>>>> be animated to grow from one place on the geoemtry and spread out > > > >> over > > > >>>> the > > > >>>>>> surface. > > > >>>>>> > > > >>>>>> I can't really figure out how to take the pointcloud generated by > > > >>>> Julians > > > >>>>>> emVI_Create Particles from Island Centres and explode the > > > >> particles. Is > > > >>>>>> there perhaps a tutorial somewhere or a different method for > > > >> attaching > > > >>>>>> geometry to particles and simulate them, either just straight > > > >> forward > > > >>>> or as > > > >>>>>> Bullet RBDs? > > > >>>>>> > > > >>>>>> Thanks. > > > >>>>>> > > > >>>>>> > > > >>>>>> //Morten > > > >>>>>> ------ > > > >>>>>> Softimage Mailing List. > > > >>>>>> To unsubscribe, send a mail to > > > >> softimage-requ...@listproc.autodesk.com > > > >>>> <javascript:_e(%7B%7D,'cvml',' > > softimage-requ...@listproc.autodesk.com > > > >> ');> > > > >>>>>> with "unsubscribe" in the subject, and reply to confirm. > > > >>>>>> > > > >>>>> ------ > > > >>>>> Softimage Mailing List. > > > >>>>> To unsubscribe, send a mail to > > softimage-requ...@listproc.autodesk.com > > > >>>> <javascript:_e(%7B%7D,'cvml',' > > softimage-requ...@listproc.autodesk.com > > > >> ');> > > > >>>> with "unsubscribe" in the subject, and reply to confirm. > > > >>>> ------ > > > >>>> Softimage Mailing List. > > > >>>> To unsubscribe, send a mail to > > softimage-requ...@listproc.autodesk.com > > > >>>> <javascript:_e(%7B%7D,'cvml',' > > softimage-requ...@listproc.autodesk.com > > > >> ');> > > > >>>> with "unsubscribe" in the subject, and reply to confirm. > > > >>>> > > > >>> ------ > > > >>> Softimage Mailing List. > > > >>> To unsubscribe, send a mail to > > softimage-requ...@listproc.autodesk.com > > > >> with "unsubscribe" in the subject, and reply to confirm. > > > >> ------ > > > >> Softimage Mailing List. > > > >> To unsubscribe, send a mail to > > softimage-requ...@listproc.autodesk.com with > > > >> "unsubscribe" in the subject, and reply to confirm. > > > >> > > > >> -- > > > >> Simon Reeves > > > >> London, UK > > > >> *si...@simonreeves.com <si...@simonreeves.com>* > > > >> *www.simonreeves.com <http://www.simonreeves.com/>* > > > >> *www.analogstudio.co.uk <http://www.analogstudio.co.uk/>* > > > >> ------ > > > >> Softimage Mailing List. > > > >> To unsubscribe, send a mail to > > softimage-requ...@listproc.autodesk.com with "unsubscribe" in the > > subject, and reply to confirm. > > > > ------ > > > > Softimage Mailing List. > > > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > > with "unsubscribe" in the subject, and reply to confirm. > > > > > > > > > > ------ > > > Softimage Mailing List. > > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > > with "unsubscribe" in the subject, and reply to confirm. > > ------ > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > > with "unsubscribe" in the subject, and reply to confirm. > > > -- > Simon Reeves > London, UK > *si...@simonreeves.com <si...@simonreeves.com>* > *www.simonreeves.com <http://www.simonreeves.com/>* > *www.analogstudio.co.uk <http://www.analogstudio.co.uk/>* > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. ------ Softimage Mailing List. 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