Me wants. :D

On Wed, Mar 29, 2017 at 3:48 AM, Olivier Jeannel <[email protected]>
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 <[email protected]>:
>
>> 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 <[email protected]>:
>>
>>> 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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>>
>>
>
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