To major things I hadn't noted are: - Compiled SOP Blocks: These allow for a chain of compatible SOP nodes to be compiles as a block on the fly for parallel execution. The documentation makes clear that this is just the start of a larger program of optimising SOPs for threading but this looks like it could be a really efficient workflow for SOP 'for loops', essential for destruction and such like. http://sidefx.com/docs/houdini/model/compile
- Attribute Expression SOP: This is the new replacement for the goto per point manipulation SOP of days gone by, the 'Point SOP'. The Point SOP allowed you to action essential point attribute manipulations but was single threaded. The Attribute Expression SOP is fully multithreaded and is an extension of the Wrangle family of nodes. http://sidefx.com/docs/houdini/nodes/sop/attribexpression On 22 February 2017 at 08:38, Rob Wuijster <[email protected]> wrote: > 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 <activemotionpictures@gmail. > com> 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]> 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 >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------------------------------ >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------------------------------ >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] with > "unsubscribe" in the subject, and reply to confirm. > > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
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