I'm jumping into HU. But from the looks of it, indie and self teaching
isn't first option. It would seem I'd need to get into HU by partnering
with someone more experienced, as the tabs, sims and other tools need to be
further digged on the interface and -of course- they are all needed. Having
said that, HU has impressed me at new ocean sims and crowd sims with
colliders, along with fur tools. Simply breath taking. Yes, it feels as a
new software instead of an upgrade (and that is staying healthy) on the
industry.
We all know in the end, we miss working with nodes on ICE, and HU offers
anoher cool set of nodes to keep playing with.

Cheers.

On Feb 10, 2017 7:38 AM, "Sebastien Sterling" <[email protected]>
wrote:

> looks awesome !!! more modeling stuff creeping in to the update
>
> On 10 February 2017 at 08:59, Jordi Bares <[email protected]> wrote:
>
>> Yes, all of that is pretty straightforward without any maths although the
>> ice looking growth structures may require some more involvement.
>>
>> Certainly directing it and making it look like that will take a lot of
>> work and flair but the underlying toolset can do that without any calculus.
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 10 Feb 2017, at 03:41, Ognjen Vukovic <[email protected]> wrote:
>>
>> I mean to keep things flowing.
>>
>> On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic <[email protected]>
>> wrote:
>>
>>> Why not just make rray.de/houdini ?
>>>
>>>
>>> On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore <
>>> [email protected]> wrote:
>>>
>>>> When I think of emTopolizer I always think of Tim Borgmann's work for
>>>> Framestore. Any of the Nissan projects of 2013 are a strong showcase for
>>>> emTopolizer. But this Altima spot is my pick of the three.
>>>>
>>>> https://vimeo.com/46490225
>>>>
>>>> On 9 February 2017 at 22:28, Jordi Bares <[email protected]> wrote:
>>>>
>>>>> Could I see some projects to be able to be more accurate? I would hate
>>>>> to give you the wrong impression of either easiness or difficulty.
>>>>>
>>>>> jb
>>>>>
>>>>>
>>>>> On 9 Feb 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
>>>>>
>>>>>
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