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 :)   )
Jakub Rupa says

Is that modeled in Houdini? I’m curious how to do something like that 

Manuel says

No it’s modeled in C4D. But it’s perfectly possible to model this in Houdini.
I prefer destructive modeling though, for static objects. That’s why I usually do it in C4D or Blender.




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

( 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:
I am on the Houdini train for a couple of months now. And I really like it for the most part, especially the more technical aspects are incredible and way better than Softimage ever was. But I am still confused by all the praise for Houdini in certain areas like poly modeling or scene assembly. I'm still learning (and I'm on my own) so there is a high chance that I might do something wrong. But as an example I think the selection and interaction model is a complete mess. Quickly selecting and modifying geometry, like in Soft or even Maya is still almost impossible, at least for me. I can't see anybody doing some serious modeling inside this tool. H16 seems to be a step in the right direction, but especially for those "get it done as quick and dirty as possible" type of jobs, I still don't think it's the right tool. For everything else it's definitely the way forward. 

2017-02-20 17:11 GMT+01:00 Oscar Juarez <[email protected]>:
Houdini 16 launch event:

https://vimeo.com/203373373

On Mon, Feb 20, 2017 at 5:05 PM, Bradley Gabe <[email protected]> wrote:
Any chance you could post a direct link to this screencast?

> On Feb 19, 2017, at 9:07 AM, Jordi Bares <[email protected]> wrote:
>
> Have a look at the screencast they did.. you will see why the excitement.
>
> Interesting times ahead.
> jb
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