Hi Olivier, where do you see the biggest difference with ICE arrays and
Houdini arrays? In both you have ways of adding, removing, sorting, etc.
elements in the array in whatever context you're in, no?
A
On 29/03/2017 09:48, Olivier Jeannel wrote:
An example of something we own as ice user :
One of the first thing I replicated was the Modulate by Volume.
When I arrived on Houdini and saw all those tutorial with people using
the Attribute transfer, I tried to use it myself and was horrified : I
found it slow and not precize.
Nobody was using a UV location + dotproduct method, and imho that's by
far the most efficient method.
The hardest thinking was "how should I wire it in Houdini way of
working ?". I came up with one Vop HDA, and one SOP HDA (which is
simply the vop compounded).
The great "plus" with Houdini, is that it's able to transfer values of
any context (point, prim, you name it, ..)
I'll try to record something.
I think there's a large place for improvement in H for everything that
concerns arrays. In ice, there was a lot of things to do with arrays ,
hence the speed. And the ice tools were super efficient for that. In
Houdini, there's a kind of "thinking" that as VOP by nature is looping
through points it is an "enough" solution.
Well, "maybe" but it's so criptic that unless you're a vex/C/python
programmer I find it very time consumming to understand. Plus there
are no doc samples or tut, a part from the one from Mikael Perterssen
http://shortandsweet3d.blogspot.fr/. That makes me wonder if other
people really consider or understand this.
Also, if you compare Peter Quint and Mikael way to deal with States,
hell, I'm 200% on the ice method.
2017-03-28 20:39 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com
<mailto:facialdel...@gmail.com>>:
I'm a morron, but I'd love to have exclusive pure Ice minded HDA
library.
2017-03-28 20:29 GMT+02:00 Rob Chapman <tekano....@gmail.com
<mailto:tekano....@gmail.com>>:
Thought I'd pipe in since tekano got invoked, also slowly
attemting to transition and agree with most already said and
thanks, is already a huge pointer to as yet unknown aspects
and features of how complex houdini is.
also would be interested in a more 'compounded' way of
learning Houdini like ice was introduced. Everything a
compound node of nested compound logic with exact same UI
logic and Core nodes and complexity under the hood but still
accessable in a single click and an 'easy for artists' ability
to follow the logic flow into further nested compounds and see
how it was made. Not so with houdini yet 😎 open one compound
and is equivalent to inside of the neighborhood telephone
junction box. Part of the enjoyment, for me, was building own
logic and then seeing the contrast of the 'Softimage' way, and
for sure, if you are building something fairly complex
requiring macro detailed interactions with something of a much
larger scale, eg characters running through a several fields
of flowers, then somethings can be improved or optimised from
the off the shelf examples. Otherwise prepare for big data
and long iteration times. It seems covering all bases like the
'houdini' way is fine for examples and base setup but not so
in more complicated tasks is better to be good at
understanding which bits to leave out. 😀 or be able rapidly
prototype your own. I think like Mr Bolland has done and Pooby
is asking for is these intermediate compounds between that
Softimage bought with it to help us poor artists out 😂
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