I wouldn't steer towards uber nodes.  The larger a node gets, the more 
maintenance it requires and more taxing it becomes as a bottleneck.  If a 
node gets too big, you may end up with a situation where it becomes really 
popular from having a larger feature set and everybody and his cousin uses 
the node in every project.   At that point the node can become an albatross 
around the developer's neck because any tweaks to the node could cause 
negative ripple effect throughout the community should something go wrong. 
The whole point of having a node system is to guard against that scenario by 
distributing the workload and only use the features you need.  Uber nodes 
would automatically add bloat to your workflow from the many features you 
often wouldn't use but have to come along for the ride.

I think what's needed are more dedicated nodes for modeling, texturing, and 
animation tasks to fill in the current voids.  There also needs to be some 
more UI polish to work with modeling and character animation workflows. 
Both are merely the base level adequate.  They need to improve into good or 
great.

Houdini needs a few modules to account for workflows where a node base 
system simply doesn't make any sense or provide advantage.  Think pushing 
and pulling points on geometry to sculpt a character, or tweaking texture 
UVs for game assets.  Building a network with hundreds of nodes containing 
all the tweaks is counter productive beyond a handful.  It would be better 
to make a dedicated user interface to work on that task in long session 
form, then merely bake out the stack of tweaks as a single node in the tree 
when all is said and done - or something to that effect.  Perhaps the user 
would apply markers to decide how many tweaks can be bundled together as a 
single node upon completion in the same fashion a user can define an 
arbitrary point as a restore point when updating Windows.

The FCurve editor is mostly OK, but the layout of tools on all sides of the 
windows needs a rethink.  While they're making good use of screen space, it 
puts more burden on the mind of the user to keep track of all the tools and 
be more conscious of pointing and clicking with the mouse when tweaking 
FCurve Key values so as to avoid inadvertently clicking a tool placed on the 
perimeter of the FCurve editing workspace.  Sometimes it's better to have 
emptiness on one or more sides of the workspace.

What needs most attention is management of large networks of ops as when 
dealing with character rigging as you need some degree of assessment of how 
the character's parts are hooked up to function.  A schematic view makes 
that fairly straightforward and the parts that are overdriven by expressions 
or other tools are easy enough to locate with arrows and wires connecting 
them.   Doing the same in Houdini on a complex character is quite a chore as 
the trees of nodes don't necessarily illustrate the patterns of parent/child 
relationship or trickle down behavior one would expect to be able to follow. 
This makes the process of rigging a bit counter-productive from an 
organizational standpoint and puts extra burden on new users or users who 
haven't seen the asset before and need to become familiar with it before 
they begin work.  It requires a great deal more study to get up to speed.

What most non-technical artists complain about is the lack of attention to 
detail in getting boiler plate tasks done.  Not because the application 
isn't capable, but because it requires a lot more time and energy than 
should be necessary.  It's kind of like having to rebuild your car from 
scratch every time you want to go grocery shopping.  Even if all you have to 
buy is a carton of milk, the effort to get there is just not worth it. 
Furthermore, the houdini manuals aren't particularly good at describing how 
to make use of the system for these types of tasks.  There's documentation 
on individual nodes and interfaces, but there really isn't anything to tie 
it all together in a harmony that makes sense to the end user.  One hand 
isn't talking to the other.  I am a technical user and found this to be the 
most frustrating part of learning Houdini.  While there are videos, the last 
thing I want to do is spend hours and hours scrubbing through videos to find 
the one nugget I need to get to the next step of the task.

I would like to use Houdini, but am choosing to not pursue it until I see 
more adoption for character and modeling work.

Matt



Message: 1 Date: Sat, 12 May 2018 09:34:28 +0100
From: Jordi Bares <[email protected]>
Subject: Re: Houdini : non VFX jobs?
To: "Official Softimage Users Mailing List.

https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzowgyFFK4aAsDEzrdrVTV4Q6qbgbc-2FgnnpGob6G467zR75G56-2BuWz1AMtPXsoVdDXV-2BcQeKP7tI8SfI-2Feh9je45J8SGNt7RpMTV0RRx7u7ipqHdfH8mUievo2c62JbpLwyOU1kOPaRg2-2B2LXheI89DD7bUnzqVaJnQEBTdW08bxgXJLrEoHtcUb0Os6TNOgzkIKzPZXURWx-2FSJePMnVU8LRJWmAfJUhgo104PS4WFp-2FfJ3N5rbRuTadZflH0O-2Fh0M2h4yxib0ouX7j-2B2tixig6uQ8oA9tHKwbpeDBX96kNmyQeXTP2xyJ8o0enQb8fdkpC1N1yrj-2F86ylX3Yd13AvqA-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuRcfPN3qEOBT69cmokleaSSPofJ-2FsrnKHj2PU8BkVnJ10SI6mv-2F5E3Jx4A-2BAG7PKZANv87zTZZ-2Bld5pBnaDM4danrdZTBxG8PsnvqX3prPh9KUsBx0Fs5WMJA49JKt3MAAbeKW5bz-2BLrojwmJpH25pglvYlcj4iKaKzSt1M3AG214DJayd5bpwwTcoF4os-2FZWE-3D";
 
<[email protected]>

Message-ID: <[email protected]> Content-Type: 
text/plain; charset="utf-8"

@Matt, Exactly my thoughts (but clearly better explained)

I would certainly advocate to improve things in terms of node functionality 
or assisting better in certain aspects (blend shape manager, exporting 
bundles in and out, or adding hierarchical overrides in takes, or adding 
certain tools we use every single day, or bringing more ?uber nodes? to VOPs 
so we don?t have to be so granular) but always without sacrificing 
proceduralism or breaking their core design.

Jb


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