>
> 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
>>>
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>>
>>
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