Yeah that one could be used as introduction of Autodesk Fusion 360 advertising, 
or some else CAD app - ''ok now stop with that small Houdini joke, let's see 
what procedural, powerful NURBS modeler can do, brought to you by Autodesk''. 
That is, mentioned AD app has usable, easy to use construction history, so it's 
procedural, and that is just a base for few state-of-art NurbS engines on 
top.Same story with 'replicating C4d Mograph in H' series too, I'm afraid - 
'let's see how our artist friendly procedure become convoluted, slow and over 
complicated in Houdini''
I'd say, it is a bit unfair to take Houdini as example of procedural modeling ( 
unfair to procedural modeling ).
Neither Side FX nor Houdini community ever showed significant effort in this 
field. H got decent booleans (decent = comparable to what 3ds Max has for 
decades) just a year ago, NurbS engine is catastrophe compared to Maya NurbS 
from 1998, re-meshers are really basic, voxel modeling via OpenVDB is nowhere 
close to power of zBrush (of course I'm talking about modeling, only), so on. 
Direct modeling is looking like bad copy of Maya modeling -  so, bearable dose 
of poison in Maya, in small player like H become a lethal one. 'Houdini 
modeling', that's looking more like limited, from time to time initiative by 
SideFX, but also a subject of permanent sabotage by H community who's spreading 
artist repellents all around, words like ''code is better'' even there is no 
need for any code in particular case, UNIX style naming and expressions and 
such. If I'm correct, only one Christmas tree available on Orbolt, as an 'total 
example' of procedural modeling, is created by someone from SideFX team, not by 
member of community.
Anyway it still provides a bit of everything related to 'indirect modeling', of 
course it's able to animate and simulate all that, and....  I think not 
occasionally, it fills a lot of Maya gaps. For example, for any deformation 
above Maya skin-blendshape-wrap-deltamush combo, I'd be ready to switch (for 
that part) to H, instead of possible fighting with Maya Muscles and like.


      From: David Saber <[email protected]>
 To: [email protected] 
 Sent: Wednesday, May 9, 2018 11:32 AM
 Subject: Re: Houdini : non VFX jobs?
   
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=
 . 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?



   
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