By pressing "C" on the keyboard ;)

Take a look at all the small tuts Fianna put together on Vimeo!
https://vimeo.com/goprocedural/videos

cheers,
oli



Am 22.02.2017 um 20:20 schrieb Felix Geremus:
How do you activate the new radial menus?

2017-02-22 15:24 GMT+01:00 Jonathan Moore <[email protected] <mailto:[email protected]>>:

    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
    <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
    <http://sidefx.com/docs/houdini/nodes/sop/attribexpression>

    On 22 February 2017 at 08:38, Rob Wuijster <[email protected]
    <mailto:[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/
        <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
                                
<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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