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My feeling was as Felix (and I think still is to an extent). But I went through the presentation as I previously only saw the v16 promo clip which looked good (except demos always look good) And found not only the presented features rather impressive (or at least impressive looking with workflows that didn't look too scary), but most especially for the direction that they claimed to be taking, so I was quite pleased with what I was seeing/hearing. Such as in the hair section the presenter mentioned how previously, there were some very approachable methods, but as soon as wanting to customize or go deeper, it quickly got very technical. So hearing that particular bit, is parts of what I found encouraging, that such things (not just for hair) was at least recognized. An other part I liked hearing was in the Animation segment (also alluding to SI situation in the beginning :-) ) it really looks like quite real steps are made to streamline different workflows. Although I personally still do have quite a few reservations. A while back before that, during my evaluation of different things (checking out C4d, modo, then H14-15) My impression was .... wooow... -->> --complicated-- but I mean WAY -over- complicated for basically every process I scrutinized for getting to different things including for shading (or shader authoring) , the equivalent of passes, selection and manipulation of things, and always using what seemed like the lowest level ICE nodes, even for just basic regular things, but also to when wanting to go deeper, getting very quickly quite technical, like when mentionned for hair, but for basically every bit I covered. (I now wonder how's the new shading system!) I could see how it could be great for complex/intricate centerpiece effects, with the ability to go as deep as can be, but as a general purpose environment? it was just ... woooww! .... way-way (unneccessarily) --over--complicated all over. Like if one of the main gripe soft users have in regards to Maya, concerns comparatively how much time it can take to get from point A to point B, users coming from Maya (or basically any package) typically have that same gripe in regards to Houdini, when trying to consider it as a general purpuse DCC. So that made/makes for quite some contrast coming from SI. Also supporting that, from the comments section of the previously referenced page about Houdini Nav & Selection (neat page by the way, the narrator reminds me of Mr Mootz :) )
And to this day, If you search "Houdini" on vimeo, it's just page after page of FX, more FX, and then more FX, weather or not sorting by relevance or by recently added. Albeit all mostly truely awesome FX which would be practically impossible in anything else other than Houdini (except maybe in ICE) unless making (coding) dedicated specific plugins for each effect . Another thing I personally consider important, is about -- >> "parallel workflows" ->> http://www.si-community.com/community/viewtopic.php?p=54997#p54997 (Mathaeus taught me that term :) ) But all in all, also as Felix, my reservations comes down to how far they seem to have to go in their own humanization efforts. Because as it is now (probably still to a large extent in v16 amongst some possibly neat improvements), it seems that basically every section needs to be revamped to some more or less considerable degree for Houdini to generally become user-friendly. (not just for learning it, but day tot day) And if they do pull it off, I hope it wont involve a decade, (because it can definitely look like it could) Except it also seems that they have it in them to pull it off, and at first glance, efforts to date look quite promising. And I hope the end result would be a reasonably direct and speedy workflows down the line. Cheers! On 02/20/17 18:04, Felix Geremus wrote:
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