Hi, I hope this time my post will make it to this list. As of now I have about 5 months of houdini experience. And I am totally in love with it, and love is growing by the minute. At this moment and personally, I feel the biggest fault in H is the UI real estate it seems to claim. As a Generalist/Td one has to access all aspects of a project during the course of a day. At the moment this is already fastidious. Way too many dives IN/OUT to have access a given param. Promoting is ok, but I consider it, to some extend, a waste of time since u have to "stop" to promote. And that doesnt usually place the param where u need it to be. (finger tips) Hou needs to improve VASTLY on filtering. (hello 16.5) Viewport Display filter (geometry, nulls, bones, curves, pointclouds, vdb, isolate selected (without scene interference) etc... ) Tree view (Softimage explorer like) Urgently ! ( multi-selection, selected obj only, parameters only, takes, groups, material, stylesheets ,etc.. )
Currently treeview has some filters i mentioned already in place, yet far from optimal. "Takes" have to be checked with a specialized "treeview" like window. Thats quite similar to the obtuse "Mayan" approach. Aka 1 editor per task. (Layer editor, Group editor, Take editor, StyleSheet editor.... ) Blender has one really neat feature on its 'node view' where parameters are already exposed on the node's box: https://urldefense.proofpoint.com/v2/url?u=https-3A__bensimonds.files.wordpress.com_2011_06_defocus-5Fe1.gif&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=Wd_RyGDz-lg9sFrxP9AaL7w8BRt4WRlf2KoPR3t7JKw&s=aFeQpnoXniNfBvpjRgkA7B8SqipiNq_YU_y5h5j32hk&e= So basically, I feel houdini's interface still remains too much on your face, as opposed to ur work. Granted Im only starting, but that's my 2 cents atm. Luv, Al. On 27 October 2017 at 10:04, Jordi Bares <[email protected]> wrote: > I am very interested in understanding the things others see in Houdini > that are wrong or not quite there. > > What do you exactly mean by “control of motion” > > Jb > > Sent from my iPhone > > On 27 Oct 2017, at 00:48, Jonathan Moore <[email protected]> > wrote: > > The short answer to your question Phil is no. Control of motion in Houdini > isn't as easy or intuitive as it is with XSI/ICE. But the longer answer is > that you can easily build bespoke tools in Houdini to provide the exact > flavour of motion control you favour. > > Houdini gives you less out of the box but it's far easier to create > bespoke tools in Houdini than with any other DCC. > > On 27 October 2017 at 00:18, phil harbath <[email protected]> > wrote: > >> I would be interested to know if Motion Creation is as easy and powerful >> as it is in ICE, I can find I can do whatever I want to do for the most >> part in ice, create point clouds in most any fashion, pop them in and out >> at any time, and apply animated colors to them as I see fit, I would think >> that you do much of this in C4D but without the complete control you can >> get with ICE, however I wonder if the same ease of creation is there with >> Houdini. I agree with others I would just assume continue to use >> Softimage/Ice, however, I worry about the day, Soft just doesn’t open. I >> have had problems like this with other programs where just recently some >> updates whether it be windows 10 or the video drivers, have caused certain >> things to crash, and has caused me great anxiety. >> >> *From:* Jonathan Moore >> *Sent:* Thursday, October 26, 2017 7:07 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=Wd_RyGDz-lg9sFrxP9AaL7w8BRt4WRlf2KoPR3t7JKw&s=Uj1fm4e20gXXCIzSDZmB2MW2yj4mYOdBO8-kUqZBSQA&e= >> /forum/#!forum/xsi_list >> *Subject:* Re: Softimage - not going away... >> >> Those coming from the likes C4D and After Effects doing wonderful stuff >> in Houdini were in many cases already technical artists. One of the >> Aixsponza/Entagma boys (Manuel) started out in XSI as it happens, the other >> was skilled in Processing (Moritz). And Simon Holmedal was a math nerd long >> before he gazed eyes on C4D, never mind Houdini. Ben Watt on the other hand >> is a great example of a C4D artist not used to technical workflows who >> rapidly adapted to using Houdini as his main platform. >> >> Motion design is my thing and I encourage any artists I know to learn >> Houdini, but sadly for some, things don't click. At the moment I'm working >> with others on a Mograph/MASH type suite of tools for Houdini. Creating the >> cloners, effectors and falloffs of a typical motion graphics plugin suite >> is the easy part, making it a 'gateway drug' into the delights of Houdini, >> a little harder! But we feel one of the major hooks is performance and >> luckily the v16 release cycle has seen critical SOP nodes become thread >> friendly (e.g. the Copy and Point SOP's for starters). C4D and Maya's >> motion design tools are throttled by a single threaded core, so a suite of >> tools in Houdini with similar capabilities, whilst being optimised for >> fully threaded workflows will hopefully provide further encouragement for >> motion artists to deepen their Houdini knowledge. ;) >> >> On 26 October 2017 at 21:30, Jordi Bares <[email protected]> wrote: >> >>> No worries Jonathan.. >>> >>> It is nevertheless interesting that non-technical artists like those >>> coming from C4D and AfterEffects are jumping on Houdini and some really are >>> doing amazing work the like we haven’t seen so may be it will be an >>> evolution in the sense that understanding the processes may be fundamental >>> for the type of work they intend to do. >>> >>> Anyway… good luck though >>> >>> hugs >>> jb >>> >>> >>> On 26 Oct 2017, at 19:41, Jonathan Moore <[email protected]> >>> wrote: >>> >>> I wasn't intending to pick holes Jordi, so apologies if it came over >>> that way. But yes, be it nodal shading, nodal compositing or full featured >>> end to end procedural modeling and animation; nodes scare the bejesus out >>> of a many artists. Personally, I find nodes a more visually descriptive >>> view of things but have come to realise there are many that don't share my >>> view. :) >>> >>> On 26 October 2017 at 19:29, Jordi Bares <[email protected]> wrote: >>> >>>> Indeed you are right, I probably have a skewed vision due to the fact >>>> that everyone is now exposed to Nuke (and here XSI) which have node based >>>> approaches but may be outside is not so obvious. >>>> >>>> I hope you have fun though. ;-) >>>> jb >>>> >>>> >>>> >>>> On 26 Oct 2017, at 18:44, Jonathan Moore <[email protected]> >>>> wrote: >>>> >>>> Jordi, I'm only recounting the feedback I get from the artists I >>>> support. Some of these artists find nodal approaches per se as being >>>> technical. >>>> >>>> You, I and most on this list know this not to be the case, but we have >>>> to be considerate that not all artists are wired the same as us. >>>> >>>> On 26 October 2017 at 18:13, Jordi Bares <[email protected]> wrote: >>>> >>>>> Could you give me an example of various stages of a production where >>>>> you need those skills? I can only see a few places where you do and others >>>>> that you might if you want to do complex stuff (like modern abstract >>>>> motion >>>>> graphics for example) >>>>> >>>>> Let’s also remember, only recently we have Wrangle nodes and although >>>>> they are awesome, you didn’t even have them a few years back yet you were >>>>> able to do anything (slower of course) in other manners. A good example is >>>>> the new Point Wrangle versus the old Point SOP. >>>>> >>>>> I still think for Previz, Modelling, Animation (not technical FX >>>>> animation), Layout, Shading, Texturing, Lighting and Rendering you need >>>>> Zero skills. >>>>> >>>>> But may be I am missing something. >>>>> jb >>>>> >>>>> >>>>> >>>>> On 26 Oct 2017, at 17:29, Jonathan Moore <[email protected]> >>>>> wrote: >>>>> >>>>> >>>>>> The only way to learn a language well is to fully immerse into it, >>>>>> same thing here… Houdini is not hard any more, UX and specially a more >>>>>> viewport centric approach makes it very easy to start. >>>>>> True there is some vocabulary and weird things in a few areas but >>>>>> those come easy if you really go for it. >>>>> >>>>> >>>>> I say this as a Houdini fan. Houdini is only an easy transition for >>>>> technical artists. I support teams of artists from fine art backgrounds as >>>>> well as technical artists and those with a fine art background even found >>>>> ICE a challenge. For larger teams made up of both TD's and artists this >>>>> isn't a major issue, but the fact that so much of Houdini is >>>>> Wrangle-centric these days causes problems for those with a purely art >>>>> school background who don't know their way around a scripting language, >>>>> never mind a C-like programming language. >>>>> >>>>> I think it's untrue to say 'Houdini is not hard anymore', but more >>>>> true to say that Houdini is easier to transition to from another DCC (for >>>>> those with a technical aptitude). You won't get far in Houdini if you >>>>> can't >>>>> at the very least think programmatically, and that still goes for those >>>>> that stick to VOP's rather than Wrangles. >>>>> >>>>> One can argue that 3d is an inherently technical art, but there are >>>>> plenty of professionals working in media & entertainment based studio >>>>> businesses that get by just fine without any aptitude for scripting & >>>>> programming. Unfortunately, I don't think it's untrue to state that it's >>>>> difficult to get past the basics in Houdini without a technical aptitude. >>>>> >>>>> >>>>> >>>>> >>>>> >>>>> On 26 October 2017 at 17:01, Jordi Bares <[email protected]> wrote: >>>>> >>>>>> The only way to learn a language well is to fully immerse into it, >>>>>> same thing here… Houdini is not hard any more, UX and specially a more >>>>>> viewport centric approach makes it very easy to start. >>>>>> >>>>>> True there is some vocabulary and weird things in a few areas but >>>>>> those come easy if you really go for it. >>>>>> >>>>>> :) >>>>>> >>>>>> jb >>>>>> >>>>>> >>>>>> > On 26 Oct 2017, at 16:07, Morten Bartholdy <[email protected]> >>>>>> wrote: >>>>>> > >>>>>> > Houdini is still to technical to even start using. Blender I have >>>>>> actually looked at and it doesn't look half as bad as Maya, but it also >>>>>> very much depends on where you are working or aspire to work. >>>>>> > >>>>>> > Maya is a ticket to work in most places these days I guess, but it >>>>>> is also certain to drive you mad, and hate going to work everyday. >>>>>> > >>>>>> > Honestly I would love to work with Houdini, and might even sit down >>>>>> and try and learn it some day, but it is still damn hard to start using, >>>>>> so >>>>>> downtime is considerable. >>>>>> > >>>>>> > MB >>>>>> > >>>>>> > >>>>>> > >>>>>> >> Den 25. oktober 2017 klokken 14:53 skrev Gerbrand Nel < >>>>>> [email protected]>: >>>>>> >> >>>>>> >> >>>>>> >> >>>>>> >>> I read the stories by people who had the bad fortune to have to >>>>>> learn Maya earlier and I have to say everything they wrote is true and >>>>>> then >>>>>> some. After 3 months+ of everyday Maya punishment I actually only like >>>>>> some >>>>>> modeling tools and being able to see layered textures in the viewport - >>>>>> the >>>>>> rest is a horrible mess. And our Maya artists are blissfully oblivious to >>>>>> how much easier their lives could have been if things had been different. >>>>>> >>> >>>>>> >>> >>>>>> >>> Morten >>>>>> >> >>>>>> >> If you read on, the story splits. >>>>>> >> Kinda like a "choose your own adventure" >>>>>> >> Some people choose Maya, and THEY DIE!!!! >>>>>> >> Others choose NOT-Maya and live. >>>>>> >> Honestly I would rather use bryce and poser. >>>>>> >> Why not Houdini or Blender, Morten? >>>>>> >> G >>>>>> >> >>>>>> >> ------ >>>>>> >> Softimage Mailing List. >>>>>> >> To unsubscribe, send a mail to [email protected] >>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm. >>>>>> > ------ >>>>>> > Softimage Mailing List. >>>>>> > To unsubscribe, send a mail to [email protected] >>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm. >>>>>> >>>>>> >>>>>> ------ >>>>>> Softimage Mailing List. >>>>>> To unsubscribe, send a mail to [email protected] >>>>>> odesk.com with "unsubscribe" in the subject, and reply to confirm. >>>>>> >>>>> >>>>> ------ >>>>> Softimage Mailing List. >>>>> To unsubscribe, send a mail to [email protected] >>>>> with "unsubscribe" in the subject, and reply to confirm. >>>>> >>>>> >>>>> >>>>> ------ >>>>> Softimage Mailing List. >>>>> To unsubscribe, send a mail to [email protected] >>>>> with "unsubscribe" in the subject, and reply to confirm. >>>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to [email protected] >>>> with "unsubscribe" in the subject, and reply to confirm. >>>> >>>> >>>> >>>> ------ >>>> Softimage Mailing List. >>>> To unsubscribe, send a mail to [email protected] >>>> with "unsubscribe" in the subject, and reply to confirm. >>>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to [email protected] >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to [email protected] >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> >> ------------------------------ >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > -- Alex Doss Mobile: +31 (0) 6 5437-2515 web: www.alexdoss.com
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