Good idea. He's organised his library in the standard Houdini way so I'm sure he'll be able to help guide things if you're looking to move forward with this.

On 29/03/2017 16:02, Jonathan Moore wrote:

By the way, does anybody have any issues if I talk to Nick Taylor ref the idea of putting a qLib like library together. I think he’s done a sterling effort with his AeLib library, which mirrors the framework of the qLib library. I’m also a fan of his work for - http://futuredeluxe.co.uk/ - and he’s a regular helping hand on the Discord server. That could be useful for sense checking emerging ideas against the wider consensus of the Houdini community.

*From:*[email protected] [mailto:[email protected]] *On Behalf Of *Andy Nicholas
*Sent:* 29 March 2017 15:50
*To:* Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list <[email protected]>
*Subject:* Re: Random Thoughts about H.

> Arrays and vop (or vex if that's your thing) are keys if you want to maintain speed imho.

Definitely. Getting into Vex in a big way has been a complete game changer for me in the last couple of years or so. There's just so much you can do with it, and like you said, it's super fast. It's particularly useful in doing generative geometry and other low level geo operations. As much as I still love ICE, Vex is so much more robust and powerful.

And sure, feel free to send a scene if you get stuck!

A

On 29/03/2017 15:32, Olivier Jeannel wrote:

    Thank you Andy ! Got to try that when I'm back :)

    I should send you some scene with some questions (somedays). I
    wanted to do this with Mikael, but sometimes you don't want to
    bother people to much, plus you have to be sure that what you're
    asking has sense, and sometimes you just want to find yourself ^^

    I quite loved the other day thread about strands a la softimage.
    Recently someone (can't remember the name) posted a tut about
    clumping hair on vimeo. And I came up with something hybrid but
    very fast without any for each sop and a little bit of array.

    Arrays and vop (or vex if that's your thing) are keys if you want
    to maintain speed imho.


    On Wednesday, March 29, 2017, Andy Nicholas <[email protected]
    <mailto:[email protected]>> wrote:

        Thanks for sharing. It's useful to see where you see issues.

        > I miss the "sort array with key"

        You need two nodes: "Array Arg Sort", and "Array Reorder". Use
        the Array Arg Sort to sort your "key" value and produce
        indices, which you then feed to the "Array Reorder". Maybe
        that's the first Softimage ICE HDA someone could make. Just
        encapsulate these two to become a "Sort Array by Key" node.

        I think a lot of problems with learning Houdini is the
        complexity and the overwhelming feeling of "great, I can do
        anything, but where the heck do I start". Much of which is
        over the linquistical issues like, for example, the
        disconnectivity between slightly obscure naming of nodes and
        what they actually do. I wouldn't mind betting that if people
        start putting together Softimage->Houdini digital assets, the
        first noticeable thing will be the Softimage style names that
        are used!

        Maybe learning Houdini is a similar process to learning a
        foreign language? Takes a while to get fluent.

        A


        On 29/03/2017 14:33, Olivier Jeannel wrote:

            I'm not comfident enough to tell, and I can only speak for
            vop (not vex).

            Having to build a for each loop set of nodes, well it took
            me time to figure (in fact Mikael tut was the answer)

            Having to work with per prim vertex array seems to be a
            limitation when coming to sort those vertex.

            I have overal sorting issues : it's ok to sort ptnum but
            an arbitrary integer attribute I'm not sure I can.

            I wish there was more example (in vop) of array building
            and sorting.

            I miss the "sort array with key"

            I'm just starting with arrays in H but I find it over
            complicated.



            On Wednesday, March 29, 2017, Andy Nicholas
            <[email protected]
            <javascript:_e(%7B%7D,'cvml','[email protected]');>>
            wrote:

                Heh! Flattery will get you everywhere ;)

                Yes, they make sense in both packages to me, and you
                have the added benefit of being able to see the arrays
                directly in Houdini using the Geometry Spreadsheet,
                rather than turning on the visualisation in Softimage
                and have them disappearing off the top of the screen.
                You can do Python style array slicing in VEX too which
                is awesomely useful.

                Anyway, that's why I wanted to ask Olivier an honest
                question to try and understand where Houdini is
                lacking. Maybe I'm too close to it to see the issues.

                A

                On 29/03/2017 13:06, Jordi Bares wrote:

                    I was wondering if using arrays in Houdini makes
                    as much sense as in Softimage… Andy??? You are the
                    expert here.

                    jb

                        On 29 Mar 2017, at 10:57, Andy Nicholas
                        <[email protected]
                        <mailto:[email protected]>> wrote:

                        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
                            <[email protected]
                            <mailto:[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]
                                <mailto:[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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