Hi Jordi,
PS. I am thinking… would it be of interest for you guys if I talk to SideFX
to organise a crash course in Houdini for Softimage users? May be
replicating one of the old XSI tutorials live in Houdini??? I still love
those tutorials… remember the carnivore plant?

I would love to see these, thanks.

I'm pretty comfortable in Houdini, and day to day stuff is all fine, in
fact I love so much about Houdini; but at the moment for me its as soon as
you hit the Vex stuff I stumble, but thats my shortcoming, and its getting
better, just have to knuckle down.



On 4 May 2018 at 19:22, Jordi Bares <[email protected]> wrote:

> For the sake of sharing my experiences...
>
> On 4 May 2018, at 14:24, Morten Bartholdy <[email protected]> wrote:
>
> Pardon me for intruding, but I have to agree with Jonathan here.
>
> It used to be that developers worked to make better tools and make them
> more accessible to the average artist (and I am not talking about Kais
> Powertools ;), but that path seems to have been abandoned in the pursuit of
> better and more advanced tools, and letting it up to the users to get a
> degree in rocket science to be able to wield said tools at all
>
> Tools are getting easier (just look at the new hair system in 16.5 vs 16.0
> or the new MAT context in order to blend BRDFs properly), complex things
> are simply complex (DOPs for example) and you can’t simplify certain things
> without loosing the whole point or it will take a lot to get there (for
> example custom controls with DOPs records and others)
>
> Houdini is probably the best example of this. I know a lot of effort has
> gone in to making it more accessible, but to my knowledge it still requires
> a fair amount of insight into expression syntax and scripting plus more
> than basic math end vector knowhow to get even simple things done.
>
> The fact you can add expressions in your fields (something you can’t do in
> softimage) means you don’t need to script as much… so arguably you can
> choose between learning simple expressions or learning to program.
>
> Both require a certain level of simple maths involving trigonometry,
> vectors and matrices.
>
> I understand your position (stated in earlier threads) that the increased
> demands on production requires more complex solutions/tools,
>
> I would say sophisticated rather than complex… for example packed
> primitives allow you to do things that are truly mind-bending in
> combination with Material Style Sheets, but that does not mean they are
> difficult of full of moving parts.
>
> but I don't buy the premise that it also has(!) to become more difficult
> to use.
>
> I don’t think that either.. a good example of sophisticated tools in
> Houdini 16 and 16.5 that are a pleasure to work are the new terrain tools…
> but it is also true that unfortunately some problems are complex no matter
> what.
>
> Good UI devs could alleviate that and make even really complex stuff
> accessible to the least technical artist in the room if ressources were
> made available, ie the management and dev team leads concur it would be a
> good idea. I am going out on a limb and guessing it might often come down
> to this – spend ressources on making the tool more accessible or spend them
> on making more and better tools… In reality I think in all fairness they
> try and balance it while keeping a keen eye on their userbase and potential
> for increasing it.
>
> With the UI and UX there is a major point Jeff Wagner explained to me long
> time ago… Houdini is non-linear (branches splitting and mixing again) so
> many things there can be easily put on a linear system (like Softimage) are
> not possible in Houdini and therefore we have to accept certain
> limitations. Exactly the same than ICE, you don’t have many tools making
> your live eraser in terms of workflow inside ICE, you need to know what you
> are doing.
>
> But it is true also that Softimage vision of ICE is a lot neater, easier
> and element in terms of packaging functionality in ICE… A LOT BETTER IN
> FACT.
>
> What remains is that people like me find Houdini way too technical for
> practical use (the steep learning curve) and as such I have not delved into
> it for real yet.
>
> May be that is what makes you feel it is complex...
>
> I will for sure, because I think it is probably the only major 3D DCC
> which is really evolving and making groundbreaking tools available to the
> users, so it will very likely inherit the world, but for me, and probably
> many others, as Jonathan probably indicates, it would do so much faster if
> it was made even easier to use :)
>
> Agreed, there are many things that should be a lot easier because you do
> them all the time (like path deform for example, or layering animation, or
> having a shape manager and others) but don’t be mistaken, it is not
> difficult at all until you need to dive in certain areas.
>
> And that would mean I would get to spend less time in Maya which honestly
> makes me short of breath to the point of needing to vomit, almost every day.
>
> Well, then I can guarantee you you will age slower.  ;-)
>
> Peace and have a great weekend.
> jb
>
> PS. I am thinking… would it be of interest for you guys if I talk to
> SideFX to organise a crash course in Houdini for Softimage users? May be
> replicating one of the old XSI tutorials live in Houdini??? I still love
> those tutorials… remember the carnivore plant?
>
> Just my two kr (the coin we use here)
>
> Have a nice weekend all – Morten
>
> Den 3. maj 2018 klokken 19:17 skrev Jordi Bares <[email protected]>:
>
> And by my judgement, Houdini is no closer to being a generalist
> replacement for Softimage.
>
> This is what I would love to understand if you don’t mind…
>
> jb
>
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Laurence Dodd
Porkpie Animation
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