Terrain generation is going to be a lot of fun :-)
And I like all the tweaks for the network view, very useful stuff there.

Now I'm off to ruin my Wednesday.... ;-)


Rob

\/-------------\/----------------\/

On 21-2-2017 18:04, Ed Schiffer wrote:
IT HAS ARRIVED

go grab yours!!

https://www.sidefx.com/download/


On Fri, 10 Feb 2017 at 16:29 Pierre Schiller <[email protected] <mailto:[email protected]>> wrote:

    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]
    <mailto:[email protected]>> wrote:

        looks awesome !!! more modeling stuff creeping in to the update

        On 10 February 2017 at 08:59, Jordi Bares
        <[email protected] <mailto:[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] <mailto:[email protected]>> wrote:

            I mean to keep things flowing.

            On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic
            <[email protected] <mailto:[email protected]>> wrote:

                Why not just make rray.de/houdini
                <http://rray.de/houdini> ?


                On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore
                <[email protected]
                <mailto:[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]
                    <mailto:[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]
                        <mailto:[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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