The things Matt mentioned are spot on.

From the ongoing discussion I stand by my point that the superoir workflows 
being discussed are modeling and animation based. From my experience scene 
assembly, alembic handling, fx and caching, lighting, shading, rendering 
workflows are all surpassed at this point. Not to mention robustness and 
unmatched bug fixing support :-)

I’m not saying this trying to convince people. It just happened that I found 
lots of value in other parts of Houdini, that made it less painful leaving my 
familiar workflows behind. Not all is great, but it also lead to different even 
more efficient workflows. Especially based on the very robust digital assets 
system.
 
> On May 11, 2018, at 7:44 PM, Alastair Hearsum <[email protected]> 
> wrote:
> 
> I think there is real danger in pinning all this grumbling on lack of 
> familiarity and not acknowledging that there are some fundamental design 
> issues . The first step to recovery is to admit that there a problem. 

I could turn this the other way around. Maybe it’s a lack of acknowledging the 
different fundamental design. Accept its weaknesses and build on its 
advantages. The first step to peace of mind is to admit there is a different 
philosophy by design :-)

And Alastair, your totally right with your findings on the curve editor and 
else. If you haven’t already, please do bring these up with SideFX. 

Have a great weekend.

Andy
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