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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