> > Apologies Paulo, my response was a tad tetchy.
No problem Jonathan. The explanation of Florian, comparing Nuke with Houdini makes a lot of sense for me now, so Houdini doesn't really import a geometry, just reads from the file, I also work with Clarisse, is the same concept when working with geometry and caches. 2017-02-22 14:18 GMT-03:00 Jonathan Moore <[email protected]>: > Don't worry, I'm not giving up Houdini because it doesn't have a freeze >> modeling button :-) >> > > Apologies Paulo, my response was a tad tetchy. > > I see a lot of people give up on Houdini simply because it's so different > to working in any other DCC. It's very similar to the reaction some artists > have with ZBrush. Because it's so alien they give up and use Mudbox instead > simply because it feels more familiar. > > I suppose what I was attempting to say was that it helps to try understand > why Houdini's designed the way it is, as that knowledge can calm any > initial disorientation. The combination of the new network editor, radial > menus and a boolean system that simply works without fear of nasty > surfacing makes H16 easier than ever to adapt to. But at it's core the it's > still the same Houdini. > > On 22 February 2017 at 16:47, Jonathan Moore <[email protected]> > wrote: > >> I think Matt Estela summed up Houdini most succinctly for me. He said >> 'loosely' at a fundamental level everything in Houdini comes down to the >> manipulation of attributes on points. It's all about wrangling the data. >> >> I'm sure most people on this list know his site but for those that don't >> http://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted is a >> fantastic resourse for those making the transistion over to Houdini from >> another DCC such as Maya. It reads almost as a diary of Matt's conversion >> to the Houdini way of things. :) >> >> On 22 February 2017 at 16:27, Jordi Bares <[email protected]> wrote: >> >>> >>> On 22 Feb 2017, at 16:17, Jordi Bares <[email protected]> wrote: >>> >>> >>> If so then is the only way to recreate the Softimage freeze is to export >>> then import the geo? >>> >>> >>> It is more efficient… imagine you save to disk a result of a long >>> process that is 1Gb… and you have 100 versions of the scene. >>> >>> If you save to disk you use 1Gb on disk… >>> If you lock you save 100 times 1Gb on disk… >>> >>> >>> I meant you USE 100Gb.. load times skyrocket, traffic through the >>> network increases massively as you save your scene again and again and >>> again, potential asset version conflicts arise (where is the latest >>> geometry of that character? Question) >>> >>> Nevertheless you wil have to be a lot more tidy putting things on disk, >>> that is for sure.. >>> >>> >>> :-) >>> >>> >>> 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. > -- paulo-duarte.com
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