Pooby,
is there something specific you want to know.By my calculations, consolidation
is going to happen between 2025 and 2007 (2007 because sometimes it's going
backward :) ), we are somewhere in middle...From my small experience, VEX is a
way to go, node or code whatever you like. So for rule of thumb, your way to
build a push deformer is something with P and N inside Attribute VOP, before
fighting with dollars an monkeys in Peak SOP - that is, rule of thumb. System
is very well maintained, also, what loads H13 scene into H16 with zero
problems, are exactly custom Attribute VOPs. There are few features not
possible in ICE, probably interesting for building the deformations, like
ability to filter closest distance query by polygon group, or ray-casting
through multiple targets, ability to create groups (cluster in SI) directly in
Attribute VOP, so on. While entire system is a bit stiff compared to ICE, for
my taste.
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<[email protected]>
Sent: Monday, May 14, 2018 1:06 PM
Subject: Re: Houdini : non VFX jobs?
I’ve only had a few weeks of Houdini, but I really want to learn it, I do
however, think it needs some consolidating. I found it very hard to figure
stuff out here on my own. I’m trying to do deformation work with it, and I
found it hard to find advice from people doing that.
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