I'm still waiting for other willing volunteers. :) On 29 March 2017 at 16:36, Andy Nicholas <[email protected]> wrote:
> 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:softimage-bounces@ > listproc.autodesk.com <[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]> > <[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]> 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]> 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]> 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]>: > > 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. > > ------ 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. > > ------ > > 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. > > > > ------ > 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. >
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