Houdini offers just as much control over polygon islands (in truth, it has more control). And it's not such a scary proposition once you learn the power of VOP's (and even a little VEX). I actually find ICE a little clunky now when I return to XSI to use Eric's plugins when compared to the elegance of Houdini's nodes and VOPs.
Where emTopolizer wins, is the workflows it encourages an artist to take. That side of it has been very cleverly designed by Eric. Houdini is just a blank canvas in comparison and sometimes you need a spark of inspiration to help you on your way. The Houdini community are great at sharing workflows but it's a little different to the types of sharing that went on in the XSI community. Orbolt doesn't compare to rray but there's multitude of folk at odForce that will be more than happy to make you a bespoke solution or at least point you in the right direction so that you can solve your creative challenges yourself. I'd say take a leap with the free Apprentice edition or low cost Indie version first (Indie is preferable as you can use third party renderers such as Redshift). I think Houdini has matured to become a home from home choice for XSI artists. But take your time. The first few months will throw up challenges but things soon click into place and you'll be flying along with hopefully enough understanding to make the larger purchase decisions (if required). On 9 February 2017 at 21:16, phil harbath <[email protected]> wrote: > thanks for the response, as far as the emtopolizer question, I guess what > I was asking was can I do that sort of thing without digging into deep is > there something close to the surface that already does that sort of things > or do those nodes already exist. And mostly I am just talking about the > way emtopolizer is able to control islands of a mesh with a non simulated > particle system. > > > *From:* Jordi Bares > *Sent:* Thursday, February 9, 2017 3:59 PM > *To:* Official Softimage Users Mailing List.https://groups.google. > com/forum/#!forum/xsi_list > *Subject:* Re: houdini 16 > > Trying to answer you questions… below > > > On 9 Feb 2017, at 20:48, phil harbath <[email protected]> wrote: > > sorry, yes, I meant emtopolizer. I really like using ice to control each > piece (fragment) of a geometry, I am really hoping whatever I move to next > has that capability, so if anyone knows if there is anything out there like > it for any problem, I would be grateful. > > *From:* Jonathan Moore > *Sent:* Thursday, February 9, 2017 3:43 PM > *To:* Official Softimage Users Mailing List.https://groups.google. > com/forum/#!forum/xsi_list > *Subject:* Re: houdini 16 > > emTopology or emTopolizer? If we're talking emTopolizer, Eric stuck enough > unique tools and workflows in there to keep me coming back for years to > come. :) > > Much as I love Houdini, it would be even better with Eric on the payroll! > > On 9 February 2017 at 20:24, Olivier Jeannel <[email protected]> > wrote: > >> Emtopology, yeah it's for free in Houdini :) >> >> 2017-02-09 19:57 GMT+01:00 phil harbath <[email protected]>: >> >>> while houdini is a topic of conversation, as a person still entrenched >>> in softimage I have a couple of questions. I use emtopology a lot to >>> control object fragments and find it indispensable, is this something that >>> houdini can do without, like you know, knowing the math to recreate the >>> actual emtop tools. >>> >> > You will be able to do that and more but of course, being more granular > you should expect an adaptation period that surely may be frustrating or > even painful (like any transition) but I am sure you will see the > posibilities and what is possible to do with Houdini out of the box. > > In terms of maths, I would expect you should be fine although you may want > to take advantage of some tools by reinforcing some basic maths. This > should be all you need for pretty much 90% of what you may be after. > > https://www.pluralsight.com/courses/houdini-practical-math-tips > > > >>> Also is there some sort of autorig generator and is there an equivalent >>> to character sets. I assume that whatever the houdini mixer is, it is not >>> up there with the ease of use as the softimage mixer. I am very happy with >>> the Softimage toolset for character animation, so I hate to take huge step >>> down, all this talk about maya needing all sorts of scripts really turns >>> me off, and the need to redo weights if any topology is changed. >>> >>> > Yes, there have been various incarnations and in the very latest version > 16 now brings a much simpler and more powerful now approach built by a > super experienced top rigger so I am sure will fit your needs without > sweating blood. > > You can literally go from mesh to fully rig in under 30 minutes (depending > how fast you are with your placement of the guide rig) and deployment of a > fully ready asset. > > jb > > > ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to [email protected] >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> > > > ------------------------------ > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > > > > ------------------------------ > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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