building more and more bridges/compounds/learning.paths between various
gritty ways of ashieving results,
and between those and enable fancy graphic solutions (possibilities),
will result with more independency/freedom for everyone working with the
software,
smaller teams on a project, more experimentation/inventivity in the
industry,
and thus hopefully more quality and happyness in the cinema industry, and
their fans.



>
> I would use a different analogy but I know what you mean, nevertheless if
> you put it in context it looks quite different to me…
>
> Probably what you are trying to do nowadays would require a programer (in
> Maya for example) to implement, now you are trying to do it yourself
> connecting nodes without any intention on diving onto the nitty gritty of
> things (and yes, that involves some basic maths) but… is this realistic??
> Probably not..
>
> In my opinion, as the field expands and we need finer control we all are
> going to be exposed to more and more maths (probably pre-calculus for a
> long time) but even that will change for sure so I do believe it is only a
> matter of accepting this is a constantly evolving field and to stay
> relevant you need to study many things, from anatomy to maths.
>
> > I am guessing growing userbase and popularity is not a problem for
> SideFX, and making their software more accessible is probably very hard,
> and takes ressources away from developing new and better tools, but I
> really wish.
>
> I like the fact they keep expanding new horizons (Terrains? Proper
> muscles? New Booleans? etc...), supporting standards and embracing them
> quickly (VDB for example? Alembic? OpenColorIO?, …) while at the same time
> embracing modern viewport centric workflows and modern usability metaphors
> *without* crippling the main core attributes that make Houdini itself.
>
> I hope it makes sense
> jb
>
> > Have a nice weekend all :)
> >
> > Morten
> >
> >
> >
> >
> >
> >
> >
> >> Den 31. marts 2017 klokken 10:26 skrev Dan Yargici <
> [email protected]>:
> >>
> >>
> >> I think people need to accept that just as they understandably expect
> >> SideFX to push the software to be more approachable for themselves they
> >> really ought to try and push themselves in the opposite direction also.
> >>
> >> If there was a theoretical race to DCC dominance, I'd really favour
> Houdini
> >> right now.  I think starting with so many of the hard things solved and
> >> working 'creative' workflows into the software is a far more enviable
> >> position to be in than having to go in the opposite direction.
> >>
> >> Really exciting times ahead as far as I'm concerned!
> >>
> >> DAN
> >>
> >>
> >> On Thu, Mar 30, 2017 at 8:34 PM, Jonathan Moore <
> [email protected]>
> >> wrote:
> >>
> >>> I hate to sound inflexible in my views but Houdini is such a powerful
> >>> application because of its technical approach.
> >>>
> >>>
> >>>
> >>> Just because Softimage is no longer available and Maya is ‘problematic’
> >>> (to say the least) shouldn’t mean that SideFX should have to change
> their
> >>> development strategy.
> >>>
> >>>
> >>>
> >>> I believe that SideFX have in fact done a fantastic job of listening to
> >>> customers that have moved to Houdini from other packages including
> >>> Softimage. The speed with which they implemented a suggested change ref
> >>> dropping VOP nodes over wires the other day is a fine example of that.
> But
> >>> there‘s a danger of allowing the ‘tail to wag the dog’ so that Houdini
> >>> gets changed for the worse rather than the better. I think SideFX have
> the
> >>> balance of things pretty much spot on. There’s still huge improvements
> that
> >>> can be made to the approachability of certain aspects of the user
> >>> experience but I it’s never going to transform into something radically
> >>> different to what’s available today. If anything, with so much of
> Houdini
> >>> moving away from Hscript style expressions to VEX expressions (for very
> >>> good reason - multithreaded performance) certain aspects of the Houdini
> >>> user experience are in fact getting more technical.
> >>>
> >>>
> >>>
> >>> The best way to learn how to adapt to Houdini is first to accept it for
> >>> what it is. And part of the Houdini user experience has always been
> >>> scripting and programming. That’s why it’s so often described as a 3d
> >>> operating system rather than a DCC.
> >>>
> >>>
> >>>
> >>> Apologies for spelling things out so bluntly but I can’t see Houdini
> >>> evolving into something less technical.
> >>>
> >>>
> >>>
> >>>
> >>>
> >>> *From:* [email protected] [mailto:
> softimage-bounces@
> >>> listproc.autodesk.com] *On Behalf Of *Nicole Beeckmans-Jacqmain
> >>> *Sent:* 30 March 2017 19:57
> >>> *To:* Official Softimage Users Mailing List.
> https://groups.google.com/
> >>> forum/#!forum/xsi_list <[email protected]>
> >>> *Subject:* Re: Houdini Digital Assets for Softies
> >>>
> >>>
> >>>
> >>> hi. yes, was forced to stop following this week's entagma taurus
> tutorial.
> >>>
> >>> again, these monthes i spend most of my time to write & storyboard.
> >>>
> >>> got recently interested by _computer_  2d possibilities, new for me.
> >>>
> >>> but as discussion advances here, i am getting discouraged to be able to
> >>> talk in the future,  about a project with a Houdinist.
> >>>
> >>> (i don't want to just supervize) because i am foremost a visual artist,
> >>> isn't it that Houdini should evolve upside down,
> >>>
> >>> so that Visual controls Math Thinking, and not the other way around.
> >>>
> >>> Procedural Innovation looked nice, so far,  i guess?
> >>>
> >>> so, in a way i donot opt if a new community shift occurs between
> >>>
> >>> Maya artists and Houdini vop sop artists. or do you think it necessary,
> >>> and why?
> >>>
> >>> thanks
> >>>
> >>> Nicole.
> >>>
> >>>
> >>>
> >>> 2017-03-30 18:04 GMT+02:00 Morten Bartholdy <[email protected]>:
> >>>
> >>>
> >>>
> >>> I just also wish Houdini would be made more accessible for less
> >>> technically inclined artists like myself.
> >>>
> >>>
> >>> ------
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> >>>
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