It's approaching 1.30am here in the UK, so please forgive my inability to
string a sentence together correctly in that last post... :)


On 24 October 2017 at 01:20, Jonathan Moore <jonathan.moo...@gmail.com>
wrote:

> This post from SideFX's Jeff Wagner (Old School on the OdForce forum) it
> the thing that really started to make things click for me ref the under the
> workings of Houdini. It's about 7 posts down on this page. Essential
> reading for all:
>
> https://urldefense.proofpoint.com/v2/url?u=http-3A__forums.odforce.net_topic_17105-2Dshort-2Dand-2Dsweet-2D&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ujAviM_q7MrH-zCjByNM783ilAjORLaIXkahTP16vis&s=Q1UpdRpEyxb6ejlub6NohHp3Be3bPyZqtVjstSYC4g4&e=
> op-centric-lessons/?tab=comments#comment-10426
>
> Enjoy.  ;)
>
>
> On 23 October 2017 at 20:23, Jordi Bares <jordiba...@gmail.com> wrote:
>
>> I see… indeed the documentation could move a bit faster but I guess is
>> the price we have to pay for such a turbo charged development cycles and
>> support.
>>
>> In any case, I recall (although I can’t seem to find now) a post in
>> Odforce about network evaluation order and multi-threading that explain
>> some of the mechanisms at play that may shed some light for advanced
>> users.. I could barely follow some parts but there were some gems in it.
>>
>> I will try to find it again, I am sure I saved in my stash of
>> Houdini-stuff-that-one-day-I-will-need
>>
>> Enjoy!
>> jb
>>
>>
>> On 23 Oct 2017, at 16:54, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
>> j.ponthi...@nasa.gov> wrote:
>>
>> Jordi,
>>
>> Thanks. I think though I’m looking for a broader explanation of what the
>> contextual differences are between the network levels.
>>
>> It turns out part of my confusion may be in part due to the current
>> documentation. Today I discovered that the online docs are different from
>> the installed ones. For example I discovered that the installed doc page is
>> different than its online equivalent for
>>
>> https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_obj_-5Findex&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ujAviM_q7MrH-zCjByNM783ilAjORLaIXkahTP16vis&s=WNzwQXsE_GYhrWnzng_jIGPKyIPKhvxRm6pieOw1fes&e=
>> <https://urldefense.proofpoint.com/v2/url?u=http-3A__www.sidefx.com_docs_houdini_nodes_obj_-5Findex&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=u77dOKhUM8I5W9ZDtgjaqAfpoAFh4Vv98S9cXQes4Bc&s=3WzLHhudfu-iCuZSnG30bFLuBY-ayjy-SfKTRymcoqM&e=>
>>
>> This online man pages clearly explains that Scene Level is strictly for
>> spatial and hierarchical relations. Funny thing is there is no mention of
>> this in the equivalent installed page. Or anywhere that I’ve searched in
>> the installed docs for that matter. Apparently the docs are fluid and its
>> best to use only the online version as they appear to be the most up to
>> date.
>>
>> Time for me to start doing a lot of reading…
>>
>>
>> --
>> Joey Ponthieux
>>
>> __________________________________________________
>> Opinions stated here-in are strictly those of the author and do not
>> represent the opinions of NASA or any other party.
>>
>>
>>
>>
>>
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [
>> mailto:softimage-boun...@listproc.autodesk.com
>> <softimage-boun...@listproc.autodesk.com>] *On Behalf Of *Jordi Bares
>> *Sent:* Saturday, October 21, 2017 10:13 AM
>> *To:* Official Softimage Users Mailing List.
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ujAviM_q7MrH-zCjByNM783ilAjORLaIXkahTP16vis&s=PMQyvwjgCc_K-GiAhAB86cSmEu8Oio7wJauG4ZG0BPY&e=
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=u77dOKhUM8I5W9ZDtgjaqAfpoAFh4Vv98S9cXQes4Bc&s=Fxpxs5Bh9EHuBuWO7qZmnbpALp1iC0sIeTStqCXGlLo&e=>
>> <softimage@listproc.autodesk.com>
>> *Subject:* Re: Houdini hierarchical organization
>>
>> Mmm… if you try (forgive me if I am getting it wrong) to represent data
>> in the same way in Houdini you may struggle as it is a different principle.
>>
>> Only subnetworks can store objects, what lies inside an object is the
>> procedural network that is evaluated.
>>
>> Therefore, if you have a table with four legs, they can be “sons” of a
>> subnetwork, but the legs can’t be “sons” of the tabletop. You may pass data
>> from one to the other and the behaviour will be similar to that of a
>> hierarchy but of course, this is not and therefore won’t be represented as
>> such in the Tree View.
>>
>> In terms of the Tree View limitations, I agree they could bring some
>> ideas from XSI into it but let’s not forget, representing a parallel
>> workflow (SOPs for example) in a linear hierarchical way is simply not
>> possible. Which is the same issue you find in XSI with ICE trees where they
>> are represented by a operator in the op stack and you need a special viewer.
>>
>> I hope I understood well your explanation.
>> jb
>>
>> PS. With the guides… I am on it… but the problem is that I am super busy
>> right now so finding time is proving very very very difficult.
>>
>>
>>
>> On 20 Oct 2017, at 20:09, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
>> j.ponthi...@nasa.gov> wrote:
>>
>> Jordi,
>>
>> Yes, I agree, it is a hierarchy, but the issue is the type of hierarchy
>> it is.
>>
>> The hierarchy that the Tree View presents is neither procedural nor
>> spatial, but rather resembles that of a file system. The word I used
>> earlier was “container view”. Tree View appears to be, for lack of a better
>> description, more appropriately a “Path View” like Windows Explorer where
>> it reflects the scene relative “file paths” of all objects in the scene.
>> This is reflected in your example of the first torus when we use
>> /obj/subnet1/subnet2/subnet1/torus_object1/tx to address x translation.
>> This is similar to the absolute Dag paths in Maya I suppose, those seen
>> when  when using “ls –l”. Though it seems to employ a more absolute context
>> in Houdini whereas in XSI or Maya you can address parameters from an
>> object’s relative path. The confusion in Houdini, for me at least, seems to
>> be that the hierarchy relative an object’s name path appears to be
>> exclusive and different from any spatial hierarchy? Or is this just a
>> skewed perspective as a result of studying the Tree View?
>>
>> The subnet example you provided appears to be capable of producing a
>> hierarchy separate of  the torus and null, but in the context of the view
>> they would seem to be all part of the same hierarchy relative their
>> absolute scene path names. The second torus and null would seem to be peers
>> to subnet1 under obj for example.  So it doesn’t seem that they are
>> exclusive of the hierarchy at all, they’re just not part of an extended
>> hierarchy.
>>
>> What I wanted to see was not the node path hierarchy but rather the
>> articulation hierarchy, or spatial hierarchy, the way either Explorer or
>> Outliner present it relative object ownership and spatial parenting. I’m
>> learning the spatial hierarchy in Houdini has to be constructed in Network
>> View buts its not clear from Network View whether these spatial
>> relationships are “hierarchical” or “procedural” since they are being
>> constructed in way that appears to be visually procedural, but it’s not
>> clear if this is just an abstraction (at Network View::Scene Level) or if
>> it is actually procedural.
>>
>> For example, the spatial relationships established at Geometry level
>> (Network View::Geometry) do appear to be procedural, since piping things
>> into a transform node for example can both transform and instance. This is
>> not the same behavior at Scene level and at Scene level there appears to be
>> very few nodes, if any, that appear to behave procedurally. That is, there
>> appears to be very few operators at Network View::Scene level, only objects
>> or generator nodes or subnet. I get the feeling that the “procedural”
>> connections made at the Network View::Scene level aren’t really procedural
>> at all, but rather only objective and/or spatial, though they inherently
>> “look” procedural. This just isn’t clear.
>>
>> If that’s the case, the contextual behavior between Scene level and
>> Geometry level provides some degree of confusion because the underlying
>> behavior of each doesn’t match the similar visual context they are both
>> using which suggests procedural relationship and modification. That’s why I
>> wanted to see a clear spatial hierarchy representation, vs a path hierarchy
>> or “procedural hierarchy”, so I could determine what was acting
>> procedurally on each other vs what was related spatially, or both for that
>> matter.
>>
>> I guess the primary concern I have is in determining what is the best
>> practice for setting up any spatial hierarchies, and for that matter, where
>> can spatial hierarchies even be set up and how do they differ from context
>> to context (Scene vs Geometry for example). Until a couple days ago I
>> thought all network connections in Houdini were actually procedural. I’m
>> now questioning whether that is the case or are some of these connections
>> that look procedural, are they only abstractions for the sake of
>> establishing spatial hierarchy? If that is the case, which ones are
>> abstractions and which ones aren’t? How and what do I use to establish an
>> awareness of what is being edited by an operator vs what is taking only
>> spatial transformation or spatial governance? Is any spatial ownership
>> actually occurring at all in Houdini, like in XSI or Maya, or is my current
>> assumption incorrect and are all spatial relationships actually procedural
>> but  more similar to constraints? I could see that to be the case at the
>> Geometry level but that’s not the way it appears at the Scene level. None
>> of this is very clear or I’m just not looking in the right place yet J
>>
>> And yes, “procedural hierarchy” is probably a misnomer. Since in theory a
>> procedural tree isn’t supposed to be rank based but rather restricted only
>> by IO type. Any node at the bottom should be capable of feeding back to any
>> node above it that at a minimum matches or uses its IO classes, so
>> ownership (rank) should be irrelevant. I guess that’s why I’m finding the
>> use of a procedural tree to establish spatial relationships, which are rank
>> based, to be somewhat unnerving and counterintuitive. It seems to go
>> against the whole grain of proceduralism. Unless there’s something about
>> the way Houdini is doing this that I don’t quite grasp yet?
>>
>> BTW, your Softimage to Houdini document (all 849 pages of it!) is just
>> fantastic! I hope you plan to be doing more with it.
>>
>> Joey
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:softim
>> age-boun...@listproc.autodesk.com
>> <softimage-boun...@listproc.autodesk.com>] *On Behalf Of *Jordi Bares
>>
>> *Sent:* Thursday, October 19, 2017 6:40 PM
>> *To:* Official Softimage Users Mailing 
>> List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ujAviM_q7MrH-zCjByNM783ilAjORLaIXkahTP16vis&s=jcOQHZFGAFUHTWuXXdd84m1Q4kpXJBDYctivHDT9o9Y&e=
>> /forum/#!forum/xsi_list
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=XlsBp8GvwJkE-NA5nIAdVlrDz2EOY1Ef2EsZ2SKOAVs&s=yBbaZwFkSpwlDDezCPJd4Ta89esTQLLtSVzu95xorBU&e=>
>> <softimage@listproc.autodesk.com>
>> *Subject:* Re: Houdini hierarchical organization
>>
>> Just to clarify…
>>
>> Hierarchies are fully represented in the Tree View, the content of an
>> object too but of course it is impossible to draw in a hierarchical way
>> something that is parallel.
>>
>> For example, in XSI you have an object (that would be your Houdini
>> Object) and the operator stack in a linear fashion (which is your SOPs
>> -with regards to geoemtry- and in Houdini is non-linear so you can’t see it
>> the same way). Nevertheless you can still see all those SOPs nodes arranged
>> in there.
>>
>> BUT
>>
>> *When you are in your OBJ and you plug one object to another you are NOT
>> building a hierarchy, you are just passing data from one node to another*,
>> the behaviour in many cases is exactly like a hierarchy, but remember you
>> are just passing data.
>>
>> That is the reason you don’t see it graphed in the Tree View.
>>
>> Try this
>>
>> 1) Create an torus
>> 2) create a subnetrowk
>> 3) create another one
>> 4) create another one
>>
>> And now have a look at the TreeView… that IS a hierarchy.
>>
>>
>> Now try this
>>
>> 1) create a new torus
>> 2) create a null
>> 3) plug the null to the torus so the null affects the SRT data on the
>> torus
>>
>> Check and you will see that IS NOT a hierarchy although it behaves like
>> one.
>>
>>
>> I hope that helps
>> jb
>>
>>
>>
>>
>>
>> On 19 Oct 2017, at 19:54, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
>> j.ponthi...@nasa.gov> wrote:
>>
>> Olivier,
>>
>> Yes, that’s what I was looking for. Though it really isn’t Tree View but
>> rather Network View in List Mode . Apparently its not possible to make Tree
>> View behave the way I was expecting it to. But I guess there is a greater
>> advantage to having Tree View and Network View in use simultaneously as
>> long as you understand that Tree View is neither procedural nor spatial in
>> its representation.
>>
>> This is useful, and it confirms my initial perception of Tree View. It
>> also confirms that reconciling the multiple contexts that Network View
>> apparently governs, procedural vs spatial for example, is going to take a
>> bit more effort than I originally anticipated.
>>
>>
>> Thanks
>>
>> Joey
>>
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:softim
>> age-boun...@listproc.autodesk.com
>> <softimage-boun...@listproc.autodesk.com>] *On Behalf Of *Olivier Jeannel
>> *Sent:* Thursday, October 19, 2017 2:25 PM
>> *To:* Official Softimage Users Mailing 
>> List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ujAviM_q7MrH-zCjByNM783ilAjORLaIXkahTP16vis&s=jcOQHZFGAFUHTWuXXdd84m1Q4kpXJBDYctivHDT9o9Y&e=
>> /forum/#!forum/xsi_list
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=HeGph8Xh5ttXXXkUA1HeWYPBLG2Qmno5epbEQVMdgfg&s=HSr8sPtL0vRAqzlfGZqIuieD_U92SvH8KA-P1XezYi8&e=>
>> <softimage@listproc.autodesk.com>
>> *Subject:* Re: Houdini hierarchical organization
>>
>> Not sure I understand you well Jopseph, but here a little tutorial with
>> som "gem" about the tree view
>> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_233232773&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=ujAviM_q7MrH-zCjByNM783ilAjORLaIXkahTP16vis&s=xmv0k62s2GCTq1Ik8PA7fe769d7YdrDJFwgQkWaFv1g&e=
>> <https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_233232773&d=DwMFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=OKef69kBqPJXx68i4heEfHR30NI_NUub2sbaNk2wwws&s=LxaiEbXJ3vm44MM6t9mv5vJ_ShpJjcEj5uTiecLtIkM&e=>
>> Apologies if I'm way out of topic.
>>
>> 2017-10-19 20:08 GMT+02:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>>
>> Apologies for the rushed response as I'm heading out for an event.
>> However, the tree view in Houdini is best viewed simply as an alternative
>> data visualisation (best utilised a-z filtering). It's not an
>> organisational view or a place where you manipulate data. Transform
>> hierarchies should be created in the Network Editor and you can quickly
>> traverse nesting structures via the tree view.
>>
>> In simple terms the Network Editor is where all major scene manipulations
>> take place and the Tree View is provided to aid navigation in complex node
>> structures.
>>
>> At least that's the way I've always worked in Houdini.  ;)
>>
>> jm
>>
>> On 19 October 2017 at 16:47, Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
>> j.ponthi...@nasa.gov> wrote:
>>
>> Hello folks,
>>
>> I figured people using Houdini on this list would understand the context
>> of this question better, coming from a Softimage background, rather than an
>> exclusive Houdini background. I’ve been trying to learn Houdini the past
>> several months and I’ve suddenly realized something that has me questioning
>> some things that may very well be misconceptions on my part, about the
>> interface.
>>
>> To get right to it, is there a way to make Tree View represent object
>> hierarchical parenting relative transform relationship?
>>
>> I’ve discovered that I can create transform relationships just fine in
>> Network View, but that it has also taken some effort to realize what
>> happens in Network::Scene is both similar and dissimilar to what happens in
>> Network::Geometry and neither is exactly reflected the same way in Tree
>> View.  A big part of the dissimilarities that I’m starting realize differ
>> on how, and when, a network produces transform relationships versus when it
>> permits procedural editing of object data.
>>
>> It seems that Tree View only depicts a kind of “container view” context.
>> Or rather, what is “inside” something else as opposed to what is the
>> parented relationship by transform or articulation context. Tree View is
>> great for finding and selecting something but more or less seems
>> ineffective in setting up a hierarchy of objects affected by transformation
>> relationships. I’m finding the only place I can do that is in Network View,
>> and that the nature of this changes in context somewhat depending upon
>> Network View’s active object context, whether its Scene or Geometry for
>> example.
>>
>> Which gets me to my next question, what and where is the proper way in
>> Houdini to set up hierarchical relationships of transform context?
>> (Parenting for articulation purposes)
>>
>> I find I can use nulls or geometry in Network::Scene to do this but then
>> I have to use transforms in Network::Geometry to do the same thing. But
>> transforms in Network::Geometry also permit instancing of the geometry as
>> well as transform relationships and the entire behavior of the network in
>> Geometry seems to permit a higher degree of proceduralism than does the one
>> at Network::Scene level. While none of this is necessarily problematic, it
>> more fundamentally raises the question of “what is best practice?”.
>>
>> Should Geometry nodes be limited to only creating static objects and
>> hierarchical articulations established only at Scene level? If so, what
>> nodes are best used for transform hierarchies?
>>
>> Or is reasonable to arrange structures in Geometry nodes that permit
>> transform articulations? The concern here is, of course, would such
>> structures end up inadvertently duplicating or instancing geometry where I
>> think I am setting up transform articulations instead?
>>
>> And am I left with the ability to create transform articulation
>> hierarchies only in Network View and unable to create articulation
>> hierarchies in Tree View?
>>
>> All thoughts or suggestions in this regard would be very welcome.
>>
>> --
>> Joey Ponthieux
>>
>> __________________________________________________
>> Opinions stated here-in are strictly those of the author and do not
>> represent the opinions of NASA or any other party.
>>
>>
>>
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