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 😂
>
>
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