I think we are going to see a massive change in perception and the new sidefx reel is going to look sooooo different this SIGGRAPH and next!!
Jb Sent from my iPhone > On 15 Apr 2017, at 12:46, Jonathan Moore <jonathan.moo...@gmail.com> wrote: > > I agree Tim. > > When people talk about Houdini being a 3d Operating system, it is exactly > that. In every nook and cranny you'll find programming interfaces that allow > you to use VEX and Python to help package your project for a wealth of > purposes. As Jordi says Houdini is as much an integrator as anything else. > > But I've been spending the weeks since H16 was launched on the Modo forums > helping a bunch of converts to Houdini through their tentative steps. There > are a group of artists there that have no intention of learning VEX (or > Python for that matter), they're primarily using Houdini for good old > fashioned modeling, scene layout and rendering with Redshift or Octane. The > reason why is simple price. These are hobbyists attracted by Houdini Indie's > pricing and access to 3rd party GPU renderers. The modelling improvements in > H16 (especially the booleans and radial menus) have been enough that they're > willing to put up with Houdini's more esoteric ways. And they have a champion > too in Rohan Dalvi who specifically puts tutorials together for hobbyists > telling them they can ignore all that nasty VEX stuff! :) > > From hobbyists come professional artists so it will be interesting to see how > this the influx of very non-technical artists influences SideFX over the next > year or so. They may recoil in horror or they may find ways of accommodating > them without destroying the user experience for the vast majority of houdini > users - technical artists. > > Personally I think it is possible to make modelling and rendering workflows > in Houdini that are less clumsy and over time I hope that artists explore > Houdini's technical side as it offers so many rewards. > >> On 15 April 2017 at 12:07, Tim Bolland <tim_boll...@hotmail.co.uk> wrote: >> I would agree with that if the final result out of Houdini was on par with >> what Maya and other DCC's were delivering. The reality is some of the assets >> you can make with Houdini, with very minimal scripting, can be far more >> complex and superior than what you can make with other applications. In >> fact, depending on the asset I would say making it in Maya would involve far >> more scripting and technical know how than the Houdini workflow. Of course >> 'Horses-for-courses' as the British like to say, if your talking about >> modelling high-rez characters, then perhaps Z-Brush would be a better >> choice, or Maya if your more used to it. I just don't see 3D as a single >> software process anymore. I'll use the best software to get the best results >> out, what ever that is. >> >> Cheers, >> >> Tim >> >> >> >> From: softimage-boun...@listproc.autodesk.com >> <softimage-boun...@listproc.autodesk.com> on behalf of Nicole >> Beeckmans-Jacqmain <arc.ann...@gmail.com> >> Sent: 14 April 2017 22:52 >> To: Official Softimage Users Mailing List. >> https://groups.google.com/forum/#!forum/xsi_list >> Subject: Re: Anybody finding the Houdini example files I've posted useful? >> >> textcoding will cost money to our clients: >> it's time consuming, and >> not responding to the (cinema)scope of the producers demands. >> >> >> just watched today's houdini16 geometry workflow tutorial. >> the only result of these avant-gardist mathematical researches, >> is the corresponding repetitivity in any 3d exploration and cinematic >> workflow: >> - i really mean by this that, so much time and energy you spend in >> controling your workflow with textcoding, >> the less time you can possibly have to think about the image workflow and >> plasticity. >> this costs money and artistic quality. it brings some of the visual >> repetitions >> back to the sofwtare user, to handle them with code and expressions, but >> your artistic >> attention gets distracted away from your (clients') real needs. >> >> i am only saying this to be contradicted and seek the answer from a >> different angle. >> as an artist this seems so evident though.. >> >> >> 2017-04-14 11:30 GMT+02:00 Andy Goehler <lists.andy.goeh...@gmail.com>: >>> I don’t think so. As Jonathan mentioned already, conditionals and flow >>> control is often easier to ‘read’ in text form than it is in a node graph. >>> >>> Every tool has its place, so does code in text form :D >>> >>> Happy weekend. >>> Andy >>> >>>> On Apr 14, 2017, at 3:18 AM, Jason S <jasonsta...@gmail.com> wrote: >>>> >>>> Shouldn't we be way past describing effects in text editors by now? >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with >>> "unsubscribe" in the subject, and reply to confirm. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with >> "unsubscribe" in the subject, and reply to confirm. > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm.
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