you're dissecting things at a more granular level than is intended, and as a 
result you're losing sight of the overall discussion.

a new user coming into Houdini doesn't have that historical background, nor 
does he/she care.  He only sees a lot of special case tools that require 
inside knowledge to understand and use.  That is the immediate point of 
frustration that isn't resolved well with documentation, and in many cases, 
not even discussed at all.  This is one deterrent from adopting Houdini from 
the generalist's perspective.

Houdini doesn't have good tools for dealing with the macro view of a scene 
for the generalist.  When you open a scene you're not familiar with, or one 
you haven't opened in a very long time, you want to get a general overview 
of it's structure in a few seconds.  That is the purpose of mentioning the 
schematic view as it provides that overview at a glance.  Does it tell you 
everything?  No, of course not, but it doesn't have to either.  It does tell 
you the links between nodes such as who is constrained to whom, where the 
envelopes reside, which nodes have shapes/lattices/etc. and very 
importantly - hierarchical relationships to understand how rigs are put 
together.  Again, we're talking about the big picture.  Explorer???  that’s 
for micro-level work when you want the dirty details on an object.  It's not 
good for the broader picture as you have to spending a lot of time clicking 
on nested node after node until you find what you're looking for, and even 
then there's often a lot more information displayed than you need leading to 
excessive noise.  That's exactly the same problem with ICE compounds as 
digging into nested compound after nested compound you begin to lose sight 
over the bigger picture you're trying to grasp.  This isn't a discussion 
about which is more powerful, it's about presenting information that is 
better suited for high level working for the non-technical user.

As for networks and subnetworks.  Great, you have a system.  Most people do 
not, or if they do, it will not be the same system as yours.  THAT is the 
point.  There is no consistent or uniform way of having information 
presented to you to get the high level picture of what's going on in the 
scene.  There needs to be some base level of communicating to the user where 
things are placed, how they relate to each other, and so on, and not require 
the user to dig, dig, dig, dig, to get oriented to find 'basic' information. 
Someone can easily build a forest and hide 50,000 trees and other 
geographical features inside of a single network or subnetwork which appears 
as a single node in the network view, and even build it recursively.  That 
is not informative.  This is where Houdini needs to improve.  In contrast, 
although it can be done, it's pretty difficult to hide those details in 
Softimage's Schematic view.  You open the scene, BAM! you see the complexity 
right away.

I'm not suggesting Houdini be rebuilt from the ground up.  I'm highlighting 
sticking points between it's current state and why more generalists don't 
adopt it.  When you get into a larger production pipeline, as much as you 
need the low level power Houdini provides with assets and such, there is 
just as much need at the opposite end of the spectrum with getting users 
into the pipeline to do work.  Many of whom are not thoroughly trained and 
need to learn on the fly, and probably won't have a great deal of interest 
learning all the ins and outs beyond the bare necessities to get their job 
done to satisfaction.  As production scales up, the quality of your users 
tends to drop because you have the matter of filling seats to crank out work 
by a specific deadline, and each seat has a salary cap.  Therefore, whatever 
pipeline you have, it must accommodate these less than ideal users.  Many 
generalists struggle with learning and/or forming good habits even when 
given good instruction as you're forcing non-technical people into a 
technical environment.  It's alien to them in a migraine headache creating 
type of way because an artist is generally right-brained while technical 
users are generally left-brained.  A schematic view is right-brained 
approach.  Explorer/networks is a left-brained approach.  While Houdini has 
a functional equivalent of a schematic view in the network view, it doesn't 
provide the same information the generalist seeks because it requires 
additional attention to detail to dissect the graphs in a more left-brained 
approach.  Houdini needs more right-brained tools and interfaces to 
accommodate the generalist.


Matt




Message: 2 Date: Sun, 13 May 2018 22:48:16 +0100
From: Jordi Bares <[email protected]>
Subject: Re: Houdini : non VFX jobs?
To: "Official Softimage Users Mailing List.

This thread is getting really really useful, thanks Matt?

More comments below.



On 13 May 2018, at 21:00, Matt Lind <[email protected]> wrote: Another 
example is the need to learn the various categories of operators (SOPS, 
CHOPS, VOPS, ?). Sometimes nodes from different categories do the same 
thing. that adds confusion.



There are historic reasons for this to be the case, in the very early days 
those were completely different programs, that was then unified and finally 
new contexts appeared (like VOPs) and lately MATs



If nodes from one category cannot work with a node of a different category, 
then that's a problem too.



They deal with different data, if you look at it from that angle it makes 
easier to build your own strategy/style.



This is where documentation is sorely needed.



Agreed.



It's not strictly a case of a SOP does this and a VOP does that, but rather 
a discussion about strategy. When is it appropriate to use the various OPs?



My basic approach is to keep as much as possible in SOPs and rely on Wrangle 
nodes to parallelise tasks. While VOPs are fantastic I find that, like ICE, 
these networks get big quickly (even more so in Houdini) so I prefer VEX 
Wrangles right now.

Regarding CHOPs, I rely on them to do signal processing and rely on 
input/output devices such as MIDI or joystick to drive things. And of course 
constraints now that they are executed as CHOPs.

And that is pretty much it.



When should a SOP be used in place of wrangled nodes, or vice versa?



If you want to have full authoring control, go for Wrangle nodes, otherwise 
I default to SOPs as I want a simple yet robust data management and speed is 
not an issue.



that is a huge void in the documentation and a place where users easily get 
lost and frustrated to the point they throw in the towel.

In short, Houdini has a lot of spring cleaning to do to tidy things up for 
the generalist.



Agreed



Right now it's an idiosyncratic development environment. It can be very 
powerful, but it requires a lot of inside knowledge to use it. The 
generalist doesn't want to (or need to) deal with the inside knowledge. They 
need something they can hit the ground running without fuss.



If you ask me that is not the case with ICE, you really need to roll your 
sleeves at first and get to grips with not that different approaches.

I a way I feel we tend to swing goalposts when we talk Softimage and 
Houdini, for example, Rendetree was a blessing but has quite a few gotchas 
as well, the same with ICE.



As for the show dependencies thingy, that's just it. I don't want to see 
more wires inside of a graph which is already very crowded, messy, and 
lacking structure. There needs to be a way to illustrate the structured 
connectivity at a high level so users aren't forced into the weeds to get 
basic information.



The way I organise it is by following the same approach than reading books, 
from top to bottom, from left to right. And when things get hairy I build 
subnetworks, netboxes and put down background images and notes to take the 
next guy in line with the way I have structured the scene.



With ICE or the rendertree in Softimage, the nodes were text-based so you 
could follow the logic while hiding unconnected ports. However, even ICE 
trees could get very complex very quickly, so the use of compounds were 
introduced,



Subnetworks in Houdini.



and while that helped, it wasn't the same as a schematic view as compounds 
could be recursively nested to very deep levels hiding the very information 
you sought.



Would you really want an schematic view like the one in Soft??? I left that 
behind since XSI 2.0 when I discover the explorer? tons more value in my 
humble opinion.



Houdini's nodes are very iconic, but not very descriptive as to what they 
do. You can see various node icon shapes, but that still doesn't tell you 
the logic in the same way as following an ICE tree or rendertree.



Are you comparing the same thing? ICE tree vs VOPs makes sense and they are 
not that different at all. Rendertree vs MATs make sense and again are not 
that different anyway.

ICE or rendertree vs SOPs does not make sense to compare.

Nevertheless with regards with clarity, the only thing I miss from the 
rendertree is the ability to see thumbnails quickly and easily, something I 
need to requests at some point to SideFX.



The design/layout of the network view leads to lots of bloat very fast 
making it difficult to keep track of your work when you get beyond simple 
models.



A tip, use subnetworks, honestly. And if you don?t at least use net boxes 
that you can see in the data tree.

Also, you can have two network editors looking at the node and its contents 
at the same time, which makes it terrific with complex scenes with many 
levels of subnetworks.



While networks make a lot of sense for VFX work, they are often less than 
ideal for character driven work. Character work benefits more from 
straightforward relationships which are easy to identify and follow as 
characters are often a hub for other work such as VFX, simulations, 
attachments, constraint interactions, and other details which come later in 
the pipeline. People working in those later steps need to be able to quickly 
jump into the asset and immediately know what to do and where to do it. They 
can't be burdened with a messy network graph which they must study to the 
N'th degree before they understand where to start.



I am sorry but I don?t agree with this at all, I find much easier to follow 
the complex nature of a character and its relationships in Houdini than 
Softimage, may I remind you about following operator stacks, constraints, 
expressions buried in local transforms vs global ones, scripted operators, 
relationships with blend shapes, mixer curves vs curves? On a shitty curve 
editor? Or the mini editor for time-warps, groups assignments collisions, 
delta changes????? Then you add to the mix character maintenance, versions, 
multi-resolution?

You need order in both applications and a certain approach everyone 
understands and comforts to but overall, you will see less concept clutter 
in Houdini although may be more wires. ;-)

cheers jb



Matt

Message: 2 Date: Sun, 13 May 2018 17:28:12 +0100 From: Jordi Bares 
<[email protected]> Subject: Re: Houdini : non VFX jobs? To: "Official 
Softimage Users Mailing List.

below

On 12 May 2018, at 23:26, Matt Lind <[email protected]> wrote:

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 was referring to the kind of ?uber node? you find in Softimage where you 
don?t have to do all the heavy lifting? certainly I agree with you, 
monolithic Albatros is not the idea of uber-node I had in mind. :-)

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.

My take is that in order to compete in the modelling market the edit SOPs 
and the Retopo SOP will have to be extended to bring a lot more 
functionality and this is where I see the non-procedural approach 
acceptable. Right now these are very limited compared with Softimage.

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.

We are on the same page here as well.

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.

Indeed, this is really user experience refinements rather than anything 
else, imho it is quite good already and love the grouping system. Dopesheet 
needs some love though.

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.

Do you know about the ?show dependencies? right?

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.

I am not saying you are wrong but? could you point to some? I would love to 
analyse those and may be we can find ways to address those and minimise the 
friction.

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.

Very much agree the documentation efforts need a further push? these have 
been left behind by the rapid development and lost tons of examples that 
helped a lot.

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

FYI I am rigging and animating a human character in Houdini as we speak? For 
a film.

jb

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.

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<[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------ Softimage Mailing List. To 
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