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?
>>> 
>>> 
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