Same here, every time I move to a new package (Massive, Maya, Houdini, Modo, 
etc...) I feel crippled… my approach is to just do it… go for it on a real life 
project and with a bit of time and in the end is not that bad.

But it is true that you will be using Houdini as if it was Maya or Softimage 
for a while (thinking in terms of object hierarchies for example) but after a 
while you get the trick of the application and how to really squeeze the most 
out of it which means do it the Houdini way. Not weird, just different.

A good example is.. 

1) you can choose to import alembic files with the high res geometry in…

or

2) import just a few points (one for each object transformation) and attach the 
geometry (dynamically) to those points… 


The first is direct and very much Softimage-like and “makes sense”. The second 
will look unnecessary for a period… but later you will come full circle and 
understand that the Houdini way has a lot of benefits, for example it will 
update _a lot_ faster, you will be able to update dynamically the resolution 
based on camera position, minimise IFD baking, what to load or not, etc… In the 
end both ways are going to give you the pixels you are after but one opens the 
door to a completely new world (2) and once you get into it you will be able to 
scale the projects to a point you have never been able to with (1).

Jb


> On 9 May 2018, at 10:55, Mirko Jankovic <mirkoj.anima...@gmail.com> wrote:
> 
> As you mentioned simple starting tutorials I figured as well that one of the 
> problems with people moving from Softimage to Houdini, probably is similar to 
> my probem as well.
> You go from 10+ years of Softimage thinking oh I have some experience I mean 
> how hard can it be, dig into Houdini expecting to create same level complex 
> stuff right away.. and then hitting a wall. But the truth is that Houdini 
> dies have rather different logic ,a bit bigger turn around and that should be 
> starting actually from boxes, spheres moving them and then evolving.. well 
> same way we learned SI or Maya when we started back then. At least till logic 
> is picked up and automated in muscle memory.
> Wondering if anyone else thinks similar or it is just me doing it wrong way 
> around  :)
> 
> On Wed, May 9, 2018 at 11:32 AM David Saber <davidsa...@sfr.fr 
> <mailto:davidsa...@sfr.fr>> wrote:
> Thanks a lot for the answers and testimonials , they'll come in handy.
> 
> I still use XSI and more and more Maya. I would have gone at top speed with 
> Houdini if there was some jobs but here in France there is absolutely NO 
> Houdini jobs. I guess all Houdini jobs are in the UK right?
> 
> So in my spare time I'm learning Houdini… just in case. There are many things 
> I like with Hou but globally the workflow is a bit alien to me.
> 
> I purchased some of Rohan Dalvi's tutorials. The one I'm following now is the 
> rocket ship : 
> https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_141986424&d=DwID-g&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=wocXfs-0FToIcmkYvAMVju9h5If2iF4hNr38EyHFgsw&s=utEfA5UTDe68AgzmsoSAgvZ3jT6MUCUkjyNQ2jQzeg8&e=
>  
> <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzS3nHFJpHH1mihN2vNWVF73yH4QzPTUaj-2BU-2FV4xCvLLTnZ7suFMzmFdGmjVRnYdJAxVY-2F5M380PkfQ8TNK8ovM5rxNeeTCOnkRGaT-2F-2Fqta38pWvWMaql23pwdaAWmes-2Fu-2FwoONKissOPCP2dnxYlCF-2B0HhMxKC0lm9F-2FMl3byx3ZYCKG69lnoDyMHw9tKA8oHR4P-2BdZyZ6zrkJ5DwwfcWlwgchIH40hOls-2FCoFgN5hhthorhqpZH577LRsQr2xNIi2PBwmXwIjm-2FuLA9uomn3j8wlaNCqPjf0EFqRIYJe2MIxjo-2FsgmiFv40USzilD-2BW0xobX9tfyZhy05rYi2v2Grjbjm2k2MTaGKaSPLmCL7nwR3DlxtPxA2w3yIegm9ghpcsOeLU6ppt2z32iHFSsDPgPGvRgKRgFWV7-2Bio2VwOP252hlvVPZ5AhgaoFf-2BgxDpoQisW4Rq7NAx7cDcmfUJgNUDLofBMPq4zbQgLss2Mz7XYQ9mQiYrK6XoV996quiGT-2F-2FAOzCb6kqjeWDGGtTXWLW0AOd7QT9utC6gsmZ7gXY-2BvEF2zbCqMoQtjSwIdzVnQGZBL1GYbecgosAzQApspYBX2g8gL3bYOYKAsWoTpeSLqOdTabMhSnsilpE-2BX1oVtQgKi2LXqDz5HcptOuZDG12WilMp22NvGXSnqaEgeVo68DFOB9KEac-2BuDwDN1ozUvQvSfVxPfVbwGU3pSXE80cxYnEdV3WCqEFVmcK-2FOKpsbxfSD-2FdZzvKmNxtsPwmLbrdYlQMA-2FdlJuptCXSpGP98RDvX1YKH73yXvtd2NhGWAUvAC0W5W1tEzMMpg1nn7oTZ-2B-2FiiTwk2rtA484vZPeO6HHJB2D0k4KRVxXHGiaNNiS6SSkR9YwDHY5T1XJojefFoJsqaVJu2xiI8cPXhluSYfksR6wv42jasAzjRU7LflAGOr0NrhJbOmq19eatsmUWXKEerli1O2-2Fp4pbKuqO5SIbg3FtDnWpY72pNza-2BlbK7GvMPKcMVfMRyvSBJsSHGBQJKltiI-2BfjXC5HnO-2BmRINm1wPZ0N4KD5e9OJp2SVeJ2Ba9FoF05sTVicCglszCTHV9SXoSh1U1gLoJZ0dlLbyZNKnCS4jtTemdspdKX81WPOectan-2FJUjOjFzkJiUjq4mTDW4mBrYPoy-2BYTKkv5ATFZq-2BUZJHbmqJDOQ8IRz0mdeDaqoicNfxxK6mdjtnkn3wXkPPyzCyHmL50CUxG4g-2F-2FsxzXnmRHfGV01Npav8XR10KvkgKapdZDsky1bmNSS_xtAIgyeGUkaFYUSrrLyyFGCT559IxnI2CalBtcQNCt34DECsyta90d0oZg9g-2BxM0jnwp6rpKEHkxsKGev6SutmUnyUljf-2B7RIYT7RbuTQTykAKMy6oktO9nK6KFLDaKrR85eqoGHQ0pbZXyhPl2h8dRrSo-2B6udj8gE-2BBrv6HpzfCVMOK0DOaKyHDinDHD0D-2FXZ1NI3h-2FUT6H0y2GSFQB-2FJHcvX6ZRS7rVIBZjhrdKPM-3D>
>  . I enjoy Rohan's videos, but I'm not so found of procedural modelling. To 
> create the rocket ship's door, a dozen nodes are needed… All working with 
> some kind of curves (carve nodes) to draw the shape of the door, then delete 
> nodes to cut out the volume. Like some kind of nurbs boolean workflow. 
> Everything is done in the network editor and I don't find this workflow 
> funny. So of course the beauty of this kind of work is that you can go back 
> to the first node (in a tree so high it's scary) and if you modify it, all 
> the subsequent nodes will evolve accordingly. And when the ship will be 
> shape-animated everything will follow nicely. But the same could be achieved 
> with non procedural modelling , not?
> 
> The learning links posted here are all about procedural modelling and 
> particles.
> 
> I remember when I first learned Softimage 3D, I got on some CD the Chinny 
> tutorials where he was modelling a scorpion, then rigging it, then animating 
> it. Anyone remembers this? I must have kept this CD somewhere. This tut was 
> simple, fun and quick to learn. It taught me where tools where and the 
> general logic of the app. I would love to have the same kind of tutorial with 
> Houdini: something simple at first, helping you to create and animate a 
> character. I don't think modelling a character would rely that much on 
> procedural modelling, and in Houdini, traditional modelling tools à la XSI 
> are available. (But it seems no Houdini trainer is interested in showing them 
> in action. Why not showing these tools? Are they "not complex enough"?) Then 
> after the simple stuff, the tutorial would add some more complex things. I 
> think it would be much more fun that way.
> 
> And I think most 3d artist would enjoy working with a fun to use app while 
> keeping its procedural and non linear power. If Houdini could evolve towards 
> a better artist friendly mindset (like Soft 3d and XSI) , it could make a 
> much needed breakthrough over Maya, Max, C4D, Modo, etc.
> 
> Good day, David
> 
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> 
> -- 
> Mirko Jankovic
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