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 >>> 😂 >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to [email protected] >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > -- Portfolio 2013 <http://be.net/3dcinetv> Cinema & TV production Video Reel <https://vimeo.com/3dcinetv/reel2012>
------ Softimage Mailing List. To unsubscribe, send a mail to [email protected] with "unsubscribe" in the subject, and reply to confirm.

