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.


      From: "[email protected]" <[email protected]>
 To: Official Softimage Users Mailing 
List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=HwzDV6riYb8HOqcHAXR-9fVyhTIOfV7dB0SEwXLDPiA&s=XEHpLd2AqI7xgWIpzPzl3-sH_4paHvHtHRJua1Z_Ljg&e=
 <[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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