I´d like to download, Jonathan Moore, where do I get the link to check them
out and give feedback?
Thanks.

On Sat, Apr 15, 2017 at 5:38 PM, Jason S <[email protected]> wrote:

> On 04/13/17 23:24, Jonathan Moore wrote:
> >   The bit that's most odd to me is using HScript style $ in VEX.   Is
> that VEX code that you've copy pasted from somewhere else?
>
> Actually, it was a Maya particle expression for making confetti, but I can
> see how you might have mistaken it for Houdini code.
> (processing P's N's and V's  in math op strings assigned to variables)
>
>
> On 04/15/17 7:07, Tim Bolland 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.
>
> Agreed, yet quite specifically for FX using factory high level nodes.
>
> 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.
>
> Actually  Houdini, using the same example, that very short (but not super
> easily authorable) confetti snippet, would be more or less the same
> formula.
>
> I just don't see 3D as a single software process anymore.
>
> Of course not, that was (is) an XSI thing.
>
> I'll use the best software to get the best results out, what ever that is.
>
> Excluding the one that "does it all" ?  (or to a quite large extent most
> of it all?)
>
> While it can of course be beneficial to export / import to/from apps to do
> specific things
> I think we can all agree that the least amount of roundtrips necessary,
> the better.
> (I've seen some pipelines that are absolutely horrendous in the amounts of
> exports/imports)
>
>
> The problem I think with either Houdini or Maya,
> is that the only way to do even a bit more than somewhat basic things, is
> -through- that complication.
>
> Also the reason I'd like to push for more visual approaches, is that if
> anything,
> Houdini has seemed to be getting -more- complicated, as opposed to less.
>
> Old vs. New Point SOP | SideFX <https://www.sidefx.com/forum/topic/48493/>
> (hole thread is interesting)
>     itriix::
>     @P.x, @P.y, @P.z is how you would access the different components of
> the Position. Or @N.x, @N.y, @N.z for Normals.
>
>     If the default is now:
>         Set Constant Value to: 0, 1, 0
>         Set VEXpression to: self + value * sin(radians(@ptnum))
>
>     That's a lot of additional work - and possible “human error”, just to
> get a sine wave.
>
>     It's beginning to feel much more verbose. It also doesn't have any
> visual clues as to how you might want to reference a particular attribute
> (such as position).
>     While, yes, you see Position(P) in the drop-down menu, it doesn't
> visually show it being used like: @P.x, @P.y. @P.z
>
>
> In this case, it wasn't for the sake of more flexibility (or not mostly),
> but for more performance, or for -multithreading- specifically.
>
> Which can of course be very good reason to change things,
> but it's where we can see that approachability could have had much more
> relative priority.
>
>
> Hscript to Vex, might be compared to what Javascript is to C++ or rather
> -> C   (also for more flexibility no doubt).
>
> should i avoid hscript and copy stamp?
> <https://www.sidefx.com/forum/topic/48941/>  (hole thread is interesting)
>
>     Artye  ::
>     When you are learning, hscript and copy stamps are nicer.
>
>     mestela ::
>     For those cases the new for loops are the way forward, which I agree
> are tricky for new users to get their heads around (and most experienced
> users too for that matter).
>
> But its not just for 'learning', it's also for every day when making, or
> trying to understand what others did for different setups,
> or how fast we can understand what we ourselves may have done not so long
> ago.
>
> Vex  (or blank wrangle nodes with a text box in which you define what the
> node is/does),
> also replaces a bunch of nodes that although basic,  had some sort of UI.
>
> To the point of 'nodes' becoming little more than either separate or
> merged script containers?
> (often favoring vex over vops, simply because vops quickly becomes big,
> messy, with required separations or ins and outs.)
>
>
> Also because there doesn't seem to be THAT much things to address to make
> subnets more easily manageable/distributable.
> enough for them to actually be used around.
>
> And also because ::
> << Why isn't it working?!  Is a comma missing?  are all brackets
> balanced?
> wrong syntax? (specially when shuffling between vex, expressions, hscript
> and python)
> ... or a typo?
> or is it a wrong "connection". (textually represented 'connections')
>
> ARRGH! Deadline! >>
>
> Then scruitnizing docs, asking questions on forums about things that would
> otherwise simply be non-issues..
> *"I have created the set up and created the ID and AGE attributes but cant
> figure out the death over time part."*
> https://www.sidefx.com/forum/topic/49220/
> here with a response pointing to snippets.
>
> and leading to things like this::
> Frustration Threshold <https://www.sidefx.com/forum/topic/45003/>
>
>
>
> *ICE Confetti*
>
>
> In this (very) particular case, a Vop net would probably not need be much
> more elaborate, because it's mostly doing basic math on common attributes.
>
> But in many if not most other cases, not having easily accessible
> encapsulated functions (including tiny ones encapsulating 2 or 3 ops)
> could indeed make doing things from scratch with nodes quickly become
> nightmares (with -lots- of nodes across a couple vop nets),
>
> Then making it indeed (borderline) questionable if using nodes is more
> straight-forward or not (then becoming a "yes & no"),
> thus probably contributing to often favoring the much less visual and
> difficult to author or decipher, but also then much more lean Vex, over
> bulky Vops.
>
> Now wouldn't the best of both worlds be awesome?
>
>
> No one is arguing removing coding aspects, some people live in code, and
> that environment is obviously what suits that type best.
> Yet for "the artist type", to a large extent do you -need- to live and
> breethe it,
> or in other words -- dedicate yourself to it, to become relatively fluent
> to a functional degree, or even remotely swift.
>
> Thus taking away from other possible artistic endeavors (if that's your
> thing)...
>
> Of course ideally we should strive at both,  and we generally do to some
> extent because we -have to-, at least to -some- extent,
> but it's not for nothing that people are often mostly EITHER very
> technical, OR very artistically inclined,
> because we're talking about entire fields in themselves that can take
> years to become refined.
>
> Because time flies super-fast, and life is super-short, and we have to
> make choices, because we can't -do- everything... or SOME can but it's
> very-very rare.
>
> And if software can bridge that gap, allowing the more artistically
> inclined to do things that can otherwise easily involve literally -years-
> of study and practice...   well you get the point...
>
> Which was/is the point of ICE, which could totally be a similar direction
> Houdini COULD be taking, is what I'm (and a number of us I think) are
> saying.
>
> Thanks,
> -J
>
>
>
> On 04/13/17 23:24, Jonathan Moore wrote:
>
> The bit that’s most odd to me is using HScript style $ in VEX. Is that
> VEX code that you’ve copy pasted from somewhere else?
>
> I most admit one of the things I like about VEX is that I find it very
> readable. Especially for anything involving loops and flow control. Nodes
> are horrendous for that type of workflow.
>
> And I’m just remembering the horror of inputing expressions in ICE one
> node at a time!  ;)
>
> On 14 Apr 2017, at 02:18, Jason S <[email protected]> wrote:
>
> I also don't mind the posts, apart from the hope of some entirely new
> equally flexible as unfriendly DCC,
> to me Houdini represents the best hope for later.
> (later-later... for when SI would not run, or or for when Houdini would
> significantly revamp VOP, while hoping and pushing for the latter )
>
>     maya is just too painful for a lot of things...
>
> Indeed, it can also be a mouthful for a variety of things, notably for
> particles ...
>
> Can anyone determine what the following describes just by looking at it?
>
>     vector $n=unit(particleShape1.normal);
>     vector $p=particleShape1.position;
>     $n=rot($n,dnoise(0.5*$p),noise(0.5*$p+100));
>     particleShape1.normal=$n;
>     vector $v=particleShape1.velocity;
>     vector $u=unit($v);
>     float $m=mag($v);
>     vector $vn=dot($u,$n)*$n;
>     vector $vt=$u-$vn;
>     float $bias=0.25;
>     float $conserve=0.96;
>     particleShape1.velocity=$conserve*$m*unit($vn*$bias+$vt);
>
> If we were looking at high-level nodes made of other nodes, made of other
> nodes...  for describing the same effect,
> we could, simply by looking at the node graph.
>
> Shouldn't we be way past describing effects in text editors by now?
> Just a thought.
>
>
>
> On 04/13/17 5:06, Juan Brockhaus wrote:
>
> all cool.
> keep on posting..  no time to look properly at the moment... but I
> bookmark the posts since planning to go houdini. maya is just too painful
> for a lot of things...
> ;-)
> thanks so much.
>
> On Wed, Apr 12, 2017 at 6:21 PM, Gerbrand Nel <[email protected]> wrote:
>
>> keep em coming!!
>> I personally have been waiting for good character tutorials for more
>> than 2 years now.
>> The vex one will stay on ICE for now.(see what I did there)
>> I'm much more comfortable making pictures with pictures, rather than
>> pictures with words.
>> vops will have to do :)
>> G
>> On 2017/04/12 5:39 PM, Jonathan Moore wrote:
>> > I’ve noticed on both occasions that they’ve received around 100
>> downloads but having had no feedback I’m unsure as to whether I’m
>> simply spamming the XSI list or whether they have any value to those of you
>> that have made the move over to Houdini (or are still considering Houdini
>> as a future option.
>> >
>> > I obviously don’t want to spam the list so it would be good to know
>> if anybody finds the Houdini ‘hint’s & tips’ useful.
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