How do you activate the new radial menus?

2017-02-22 15:24 GMT+01:00 Jonathan Moore <jonathan.moo...@gmail.com>:

> 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 <r...@casema.nl> 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 <
>> activemotionpictu...@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" <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
>>> looks awesome !!! more modeling stuff creeping in to the update
>>>
>>> On 10 February 2017 at 08:59, Jordi Bares <jordiba...@gmail.com> 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 <ognj...@gmail.com> wrote:
>>>
>>> I mean to keep things flowing.
>>>
>>> On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic <ognj...@gmail.com>
>>> wrote:
>>>
>>> Why not just make rray.de/houdini ?
>>>
>>>
>>> On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore <
>>> jonathan.moo...@gmail.com> 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 <jordiba...@gmail.com> 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 <phil.harb...@jamination.com>
>>> 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 <phil.harb...@jamination.com>
>>> 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 <facialdel...@gmail.com>
>>> wrote:
>>>
>>> Emtopology, yeah it's for free in Houdini :)
>>>
>>> 2017-02-09 19:57 GMT+01:00 phil harbath <phil.harb...@jamination.com>:
>>>
>>> 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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