Hello
I'd like to know if Houdini is somewhere used as a generalist tool: not only simulations and FX but also modelling , texturing, , rigging, animation, lighting a scene, etc?
Is there a company that uses Houdini this way?
And if no, do you think a company will use Houdini this way someday?
Thanks
David
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Hello
I'd like to know if Houdini is somewhere used as a generalist tool: not only simulations and FX but also modelling , texturing, , rigging, animation, lighting a scene, etc?
Is there a company that uses Houdini this way?
And if no, do you think a company will use Houdini this way someday?
Thanks
David
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Laurence Dodd
Porkpie Animation
Its something I've been wondering too. I have been learning Houdini for the last year or more, and I really like it, but I am concerned I'm going to spend my working days doing vfx sims, which isn't my favourite. Houdini is still very much shoved into the vfx box.I dread the thought of being forced into Maya, stick with it and hope people start using it more generally, or start looking at C4D or something, eek.Laurence
On 2 May 2018 at 11:56, David Saber <david...@sfr.fr> wrote:
Hello
I'd like to know if Houdini is somewhere used as a generalist tool: not only simulations and FX but also modelling , texturing, , rigging, animation, lighting a scene, etc?
Is there a company that uses Houdini this way?
And if no, do you think a company will use Houdini this way someday?
Thanks
David
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I personally don't ever see Houdini filling the Softimage void. The engineering that powers the Houdini user experience very often requires a totally different mindset for solving the same end goals. I think Houdini fills an ICE void, but the rounded user experience of Softimage is so much harder to fill.
Plus I think there are parts of the Houdini community that don't want to see the user experience to become more artist friendly. If Houdini is easier to drive, they might see their hourly rates drop! ;)
On 2 May 2018 at 17:07, Laurence Dodd <laur...@porkpie.tv> wrote:Its something I've been wondering too. I have been learning Houdini for the last year or more, and I really like it, but I am concerned I'm going to spend my working days doing vfx sims, which isn't my favourite. Houdini is still very much shoved into the vfx box.I dread the thought of being forced into Maya, stick with it and hope people start using it more generally, or start looking at C4D or something, eek.Laurence--On 2 May 2018 at 11:56, David Saber <david...@sfr.fr> wrote:Hello
I'd like to know if Houdini is somewhere used as a generalist tool: not only simulations and FX but also modelling , texturing, , rigging, animation, lighting a scene, etc?
Is there a company that uses Houdini this way?
And if no, do you think a company will use Houdini this way someday?
Thanks
David
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I personally don't ever see Houdini filling the Softimage void. The engineering that powers the Houdini user experience very often requires a totally different mindset for solving the same end goals. I think Houdini fills an ICE void, but the rounded user experience of Softimage is so much harder to fill.I agree the elegant “no-frills" workflow in Softimage is not going to be replicated anytime soon but there have been some truly remarkable efforts to get closer while keeping Houdini true to its procedural roots (which obviously is the right thing to do)Plus I think there are parts of the Houdini community that don't want to see the user experience to become more artist friendly. If Houdini is easier to drive, they might see their hourly rates drop! ;)Unless there is a major breakthrough in education I doubt a 20 years experience Houdini FXTD will have his rates go down… if anything is going to be the total opposite.My 2 centsjb
Its something I've been wondering too. I have been learning Houdini for the last year or more, and I really like it, but I am concerned I'm going to spend my working days doing vfx sims, which isn't my favourite. Houdini is still very much shoved into the vfx box.I dread the thought of being forced into Maya, stick with it and hope people start using it more generally, or start looking at C4D or something, eek.Laurence
Hello
I'd like to know if Houdini is somewhere used as a generalist tool: not only simulations and FX but also modelling , texturing, , rigging, animation, lighting a scene, etc?
Is there a company that uses Houdini this way?
And if no, do you think a company will use Houdini this way someday?
Thanks
David
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Unless there is a major breakthrough in education I doubt a 20 years experience Houdini FXTD will have his rates go down… if anything is going to be the total opposite.
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On 3 May 2018, at 15:27, Jonathan Moore <jonatha...@gmail.com> wrote:You and I are members of the same private Houdini Discord server and one of the smartest individuals on that server only graduated a year or so ago (Jake Rice), and he studied motion graphics not VFX.
The core of the broadcast and advertising market is very different to the VFX market (I understand you service this segment at Framestore),
I'm happy that SideFX have made Houdini more accessible to uses outside of typical VFX pipelines. The work of Luiz Kruel on the real-time shelf over the last 18 months has been outstanding, and I expect similar efforts with motion design over the next 18 months. But that doesn't mean that my architectural client should stop basing the core of the pipeline around Max or that my advertising clients should move from C4D for the core of their 3d output. For all Houdini's power it's fundamentally an operating system for 3d. And for generalist 3d output, Houdini use means that the proverbial wheel has to be reinvented on a daily basis if pipelines aren't staffed by expert TD 'tool makers' (as happens on typical FX pipelines). Budgets are smaller, turnaround times are equally smaller, but client expectations are just as high. This means that more focused tools such as Max and C4D often fit the bill better. But that doesn't stop Houdini being a perfect facilitator for those occasions when Max and C4D comes up short.My clients use Maya to a lesser extent but there are other 3d segments where Maya is a better workhorse than Houdini.
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And by my judgement, Houdini is no closer to being a generalist replacement for Softimage.
This is what I would love to understand if you don’t mind…
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On 3 May 2018, at 18:24, Jonathan Moore <jonatha...@gmail.com> wrote:This is what I would love to understand if you don’t mind…A conversation best partnered with pint's of ale to fuel the conversation at some point. :)
On 3 May 2018 at 18:17, Jordi Bares <jordi...@gmail.com> wrote:And by my judgement, Houdini is no closer to being a generalist replacement for Softimage.This is what I would love to understand if you don’t mind…jb
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On 3 May 2018, at 18:24, Jonathan Moore <jonatha...@gmail.com> wrote:This is what I would love to understand if you don’t mind…A conversation best partnered with pint's of ale to fuel the conversation at some point. :)Sounds like a good idea.. have you been around Chancery Lane pubs?? Fancy meeting??? It is really cool areajb
And by my judgement, Houdini is no closer to being a generalist replacement for Softimage.This is what I would love to understand if you don’t mind…jb
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Houdini conversation with ex-soft people in a pub...sounds like a cool place to be. =)I’m London atm (and for the next week), if anybody is keen for a beer or two...let me knowCheers
Em sex, 4 de mai de 2018 às 09:30, Jordi Bares <jordi...@gmail.com> escreveu:
On 3 May 2018, at 18:24, Jonathan Moore <jonatha...@gmail.com> wrote:This is what I would love to understand if you don’t mind…A conversation best partnered with pint's of ale to fuel the conversation at some point. :)Sounds like a good idea.. have you been around Chancery Lane pubs?? Fancy meeting??? It is really cool areajb
And by my judgement, Houdini is no closer to being a generalist replacement for Softimage.This is what I would love to understand if you don’t mind…jb
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Sounds like a good idea.. have you been around Chancery Lane pubs?? Fancy meeting??? It is really cool area
On 3 May 2018, at 18:24, Jonathan Moore <jonatha...@gmail.com> wrote:This is what I would love to understand if you don’t mind…A conversation best partnered with pint's of ale to fuel the conversation at some point. :)Sounds like a good idea.. have you been around Chancery Lane pubs?? Fancy meeting??? It is really cool areajbOn 3 May 2018 at 18:17, Jordi Bares <jordi...@gmail.com> wrote:And by my judgement, Houdini is no closer to being a generalist replacement for Softimage.This is what I would love to understand if you don’t mind…jb
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Pardon me for intruding, but I have to agree with Jonathan here.
It used to be that developers worked to make better tools and make them more accessible to the average artist (and I am not talking about Kais Powertools ;), but that path seems to have been abandoned in the pursuit of better and more advanced tools, and letting it up to the users to get a degree in rocket science to be able to wield said tools at all.
Houdini is probably the best example of this. I know a lot of effort has gone in to making it more accessible, but to my knowledge it still requires a fair amount of insight into expression syntax and scripting plus more than basic math end vector knowhow to get even simple things done.
I understand your position (stated in earlier threads) that the increased demands on production requires more complex solutions/tools, but I don't buy the premise that it also has(!) to become more difficult to use. Good UI devs could alleviate that and make even really complex stuff accessible to the least technical artist in the room if ressources were made available, ie the management and dev team leads concur it would be a good idea. I am going out on a limb and guessing it might often come down to this – spend ressources on making the tool more accessible or spend them on making more and better tools… In reality I think in all fairness they try and balance it while keeping a keen eye on their userbase and potential for increasing it.
What remains is that people like me find Houdini way too technical for practical use (the steep learning curve) and as such I have not delved into it for real yet. I will for sure, because I think it is probably the only major 3D DCC which is really evolving and making groundbreaking tools available to the users, so it will very likely inherit the world, but for me, and probably many others, as Jonathan probably indicates, it would do so much faster if it was made even easier to use :)
And that would mean I would get to spend less time in Maya which honestly makes me short of breath to the point of needing to vomit, almost every day.
Just my two kr (the coin we use here)
Have a nice weekend all – Morten
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3ds Max and Cinema 4d are nowhere near as powerful and flexible as Houdini, Maya or Softimage, but they succeed in making the majority of typical tasks, intuitive and artist friendly for the audiences they each cater to. Softimage was the last of it's kind. A DCC that functioned equally well at making complex tasks relatively easy and and the majority of tasks intuitive and truly artist friendly.Houdini makes complex tasks relatively easy, but equally in makes simple tasks relatively complex.
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On 4 May 2018, at 14:24, Morten Bartholdy <x...@colorshopvfx.dk> wrote:Pardon me for intruding, but I have to agree with Jonathan here.
It used to be that developers worked to make better tools and make them more accessible to the average artist (and I am not talking about Kais Powertools ;), but that path seems to have been abandoned in the pursuit of better and more advanced tools, and letting it up to the users to get a degree in rocket science to be able to wield said tools at all
Houdini is probably the best example of this. I know a lot of effort has gone in to making it more accessible, but to my knowledge it still requires a fair amount of insight into expression syntax and scripting plus more than basic math end vector knowhow to get even simple things done.
I understand your position (stated in earlier threads) that the increased demands on production requires more complex solutions/tools,
but I don't buy the premise that it also has(!) to become more difficult to use.
Good UI devs could alleviate that and make even really complex stuff accessible to the least technical artist in the room if ressources were made available, ie the management and dev team leads concur it would be a good idea. I am going out on a limb and guessing it might often come down to this – spend ressources on making the tool more accessible or spend them on making more and better tools… In reality I think in all fairness they try and balance it while keeping a keen eye on their userbase and potential for increasing it.
What remains is that people like me find Houdini way too technical for practical use (the steep learning curve) and as such I have not delved into it for real yet.
I will for sure, because I think it is probably the only major 3D DCC which is really evolving and making groundbreaking tools available to the users, so it will very likely inherit the world, but for me, and probably many others, as Jonathan probably indicates, it would do so much faster if it was made even easier to use :)
And that would mean I would get to spend less time in Maya which honestly makes me short of breath to the point of needing to vomit, almost every day.
Just my two kr (the coin we use here)
Have a nice weekend all – Morten
Den 3. maj 2018 klokken 19:17 skrev Jordi Bares <jordi...@gmail.com>:
And by my judgement, Houdini is no closer to being a generalist replacement for Softimage.
This is what I would love to understand if you don’t mind…
jb
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On 5 May 2018, at 17:52, Laurence Dodd <laur...@porkpie.tv> wrote:Hi Jordi,PS. I am thinking… would it be of interest for you guys if I talk to SideFX to organise a crash course in Houdini for Softimage users? May be replicating one of the old XSI tutorials live in Houdini??? I still love those tutorials… remember the carnivore plant?
I would love to see these, thanks.
I'm pretty comfortable in Houdini, and day to day stuff is all fine, in fact I love so much about Houdini; but at the moment for me its as soon as you hit the Vex stuff I stumble, but thats my shortcoming, and its getting better, just have to knuckle down.
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I have seen two types of approaches, those confortable with programming go to VEX because it is so direct and compact… the others (like me) use regular SOPs and only dive to VEX when I want to avoid VOPs which are a bit too cumbersome for my own taste… VEX is so convenient…
Funny you found vex convenient and vops cumbersome :) I'm the opposite ;)

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Thanks Jordi. Well, like I said – I will have to dive in to Houdini at some point I guess :)
I would love a Soft2Houdini crash course :)
MB
Den 4. maj 2018 klokken 20:22 skrev Jordi Bares <jordi...@gmail.com>:
For the sake of sharing my experiences…
On 4 May 2018, at 14:24, Morten Bartholdy <x...@colorshopvfx.dk> wrote:
Pardon me for intruding, but I have to agree with Jonathan here.
It used to be that developers worked to make better tools and make them more accessible to the average artist (and I am not talking about Kais Powertools ;), but that path seems to have been abandoned in the pursuit of better and more advanced tools, and letting it up to the users to get a degree in rocket science to be able to wield said tools at all
Tools are getting easier (just look at the new hair system in 16.5 vs 16.0 or the new MAT context in order to blend BRDFs properly), complex things are simply complex (DOPs for example) and you can’t simplify certain things without loosing the whole point or it will take a lot to get there (for example custom controls with DOPs records and others)
Houdini is probably the best example of this. I know a lot of effort has gone in to making it more accessible, but to my knowledge it still requires a fair amount of insight into expression syntax and scripting plus more than basic math end vector knowhow to get even simple things done.
The fact you can add expressions in your fields (something you can’t do in softimage) means you don’t need to script as much… so arguably you can choose between learning simple expressions or learning to program.
Both require a certain level of simple maths involving trigonometry, vectors and matrices.
I understand your position (stated in earlier threads) that the increased demands on production requires more complex solutions/tools,
I would say sophisticated rather than complex… for example packed primitives allow you to do things that are truly mind-bending in combination with Material Style Sheets, but that does not mean they are difficult of full of moving parts.
but I don't buy the premise that it also has(!) to become more difficult to use.
I don’t think that either.. a good example of sophisticated tools in Houdini 16 and 16.5 that are a pleasure to work are the new terrain tools… but it is also true that unfortunately some problems are complex no matter what.
Good UI devs could alleviate that and make even really complex stuff accessible to the least technical artist in the room if ressources were made available, ie the management and dev team leads concur it would be a good idea. I am going out on a limb and guessing it might often come down to this – spend ressources on making the tool more accessible or spend them on making more and better tools… In reality I think in all fairness they try and balance it while keeping a keen eye on their userbase and potential for increasing it.
With the UI and UX there is a major point Jeff Wagner explained to me long time ago… Houdini is non-linear (branches splitting and mixing again) so many things there can be easily put on a linear system (like Softimage) are not possible in Houdini and therefore we have to accept certain limitations. Exactly the same than ICE, you don’t have many tools making your live eraser in terms of workflow inside ICE, you need to know what you are doing.
But it is true also that Softimage vision of ICE is a lot neater, easier and element in terms of packaging functionality in ICE… A LOT BETTER IN FACT.
What remains is that people like me find Houdini way too technical for practical use (the steep learning curve) and as such I have not delved into it for real yet.
May be that is what makes you feel it is complex…
I will for sure, because I think it is probably the only major 3D DCC which is really evolving and making groundbreaking tools available to the users, so it will very likely inherit the world, but for me, and probably many others, as Jonathan probably indicates, it would do so much faster if it was made even easier to use :)
Agreed, there are many things that should be a lot easier because you do them all the time (like path deform for example, or layering animation, or having a shape manager and others) but don’t be mistaken, it is not difficult at all until you need to dive in certain areas.
And that would mean I would get to spend less time in Maya which honestly makes me short of breath to the point of needing to vomit, almost every day.
Well, then I can guarantee you you will age slower. ;-)
Peace and have a great weekend. jb
PS. I am thinking… would it be of interest for you guys if I talk to SideFX to organise a crash course in Houdini for Softimage users? May be replicating one of the old XSI tutorials live in Houdini??? I still love those tutorials… remember the carnivore plant?
Just my two kr (the coin we use here)
Have a nice weekend all – Morten
Den 3. maj 2018 klokken 19:17 skrev Jordi Bares <jordi...@gmail.com>:
And by my judgement, Houdini is no closer to being a generalist replacement for Softimage.
This is what I would love to understand if you don’t mind…
jb
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On 8 May 2018, at 08:34, Matt Morris <mat...@gmail.com> wrote:I'd certainly be down for that too :)Hacked my way through Houdini for a volume job recently and while there's a wealth of information out there its sometimes difficult to know the optimal way to achieve something, and find up to date solutions for the mat context instead of shops for example. Ended up back in xsi for some particle behaviours as there are so many compounds I miss for randomization etc.
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Thanks a lot for the answers and testimonials , they'll come in handy.
I still use XSI and more and more Maya. I would have gone at top speed with Houdini if there was some jobs but here in France there is absolutely NO Houdini jobs. I guess all Houdini jobs are in the UK right?
So in my spare time I'm learning Houdini… just in case. There are many things I like with Hou but globally the workflow is a bit alien to me.
I purchased some of Rohan Dalvi's tutorials. The one I'm following now is the rocket ship : https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_141986424&d=DwID-g&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=wocXfs-0FToIcmkYvAMVju9h5If2iF4hNr38EyHFgsw&s=utEfA5UTDe68AgzmsoSAgvZ3jT6MUCUkjyNQ2jQzeg8&e= . I enjoy Rohan's videos, but I'm not so found of procedural modelling. To create the rocket ship's door, a dozen nodes are needed… All working with some kind of curves (carve nodes) to draw the shape of the door, then delete nodes to cut out the volume. Like some kind of nurbs boolean workflow. Everything is done in the network editor and I don't find this workflow funny. So of course the beauty of this kind of work is that you can go back to the first node (in a tree so high it's scary) and if you modify it, all the subsequent nodes will evolve accordingly. And when the ship will be shape-animated everything will follow nicely. But the same could be achieved with non procedural modelling , not?
The learning links posted here are all about procedural modelling and particles.
I remember when I first learned Softimage 3D, I got on some CD the Chinny tutorials where he was modelling a scorpion, then rigging it, then animating it. Anyone remembers this? I must have kept this CD somewhere. This tut was simple, fun and quick to learn. It taught me where tools where and the general logic of the app. I would love to have the same kind of tutorial with Houdini: something simple at first, helping you to create and animate a character. I don't think modelling a character would rely that much on procedural modelling, and in Houdini, traditional modelling tools à la XSI are available. (But it seems no Houdini trainer is interested in showing them in action. Why not showing these tools? Are they "not complex enough"?) Then after the simple stuff, the tutorial would add some more complex things. I think it would be much more fun that way.
And I think most 3d artist would enjoy working with a fun to use app while keeping its procedural and non linear power. If Houdini could evolve towards a better artist friendly mindset (like Soft 3d and XSI) , it could make a much needed breakthrough over Maya, Max, C4D, Modo, etc.
Good day, David
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--Mirko JankovicNeed to find freelancers fast?Need some help with rendering an Redshift project?
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Hi Olivier, thanks for the tip! I'm new to Discord, is this a server invite link? It does nothing in my browser (I also have the Windows app installed). Thanks.
David
On 2018-05-09 13:01, Olivier Jeannel wrote:
Eeeer actually there are a lot of guys working on H in Paris. Checkout some french Houdini discord https://urldefense.proofpoint.com/v2/url?u=https-3A__discordapp.com_channels_236444656005545984_302095531768020992&d=DwIF-g&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=QUaagVjK1vIrJjekkbSMO3iOIuB-lRvziWvTWuQrVJ4&s=EYWKt1kqJUoaHdZetA_-vv54w2aBg02wkhjdxS8pbsU&e= <https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2Mtqz8La5pE2ZQ-2F6ie-2BZjGbIj6HlYFvPpZ3hyiAp7QrpJ3-2FIUnm-2FR2WqO69o1-2Beu9U0ZYgCS-2FlmnBU-2FpWHw-2Bp4WgyqZD8esrp7yLKWGxVE2iPOsaMQ2J4ajLAP8ePZkFev6lmlEU-2B9yPtnS8bHR3QsbNS9sPYa63v1-2FxilHalsS4fRfo9b7pcFjujKXq6B7oEvxqNGNBMgH8ZwfeA-2F1qW7vTxFLtsYVdU9kqlb7p7AdI1fxty4mNkTRW6VnbEE1Wjy7XLTMKYRtsVjh-2FAJ-2Bq0lKrQ8tE0EXgUmYL-2FdWnsx5FQ-2FLtXMJWj6F5ibB9pe8T6mb-2BsohNYL6n8nlHE5-2F5mBg3WQW4KRTt-2FTHUGxfIpTUihvKI-3D_1RXb6-2BUkKyan7iHlFI-2FldfmXWA-2BT-2FvzqDoLMxL3pWx3xvDz4ZxkapNK-2FNcECOn8B9j4NNsqytrtHbjUJ0LJZlct7bov6y3-2BZnBtjhgunxh2WH-2FTRxFCK3h0R-2BqQwCuqxg5Ji3-2F6Hv8JBneeROhKgiCjrU8wKx8a-2BmUVos7ufFY3ycKfQI-2B-2FrUNWY4W7X6qP9R-2Bm5SUH87pBkqnebUfAHWA-3D-3D>
2018-05-09 12:27 GMT+02:00 Jordi Bares <jordi...@gmail.com <jordi...@gmail.com>>:
On 9 May 2018, at 10:55, Mirko Jankovic <mirkoj....@gmail.com <mirkoj....@gmail.com>> wrote:
As you mentioned simple starting tutorials I figured as well that one of the problems with people moving from Softimage to Houdini, probably is similar to my probem as well. You go from 10+ years of Softimage thinking oh I have some experience I mean how hard can it be, dig into Houdini expecting to create same level complex stuff right away.. and then hitting a wall. But the truth is that Houdini dies have rather different logic ,a bit bigger turn around and that should be starting actually from boxes, spheres moving them and then evolving.. well same way we learned SI or Maya when we started back then. At least till logic is picked up and automated in muscle memory. Wondering if anyone else thinks similar or it is just me doing it wrong way around :)
On Wed, May 9, 2018 at 11:32 AM David Saber <david...@sfr.fr <david...@sfr.fr>> wrote:
Thanks a lot for the answers and testimonials , they'll come in handy.I still use XSI and more and more Maya. I would have gone at top speed with Houdini if there was some jobs but here in France there is absolutely NO Houdini jobs. I guess all Houdini jobs are in the UK right?So in my spare time I'm learning Houdini… just in case. There are many things I like with Hou but globally the workflow is a bit alien to me.
I purchased some of Rohan Dalvi's tutorials. The one I'm following now is the rocket ship : https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_141986424&d=DwID-g&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=wocXfs-0FToIcmkYvAMVju9h5If2iF4hNr38EyHFgsw&s=utEfA5UTDe68AgzmsoSAgvZ3jT6MUCUkjyNQ2jQzeg8&e=
<https://u7507473.ct.sendgrid.net/wf/click?upn=5SmYwFIJXHmC5X9wAP0G6iB4H67OtDu1LYz6krlc8-2FqBeLCXrELBQVbfMn71cNywwCM9MLKQNt6NvY2bdnUVgo3ga6X6AbaGT-2Fd7ob90wVGbm6Qf5hW0ivxnEGxvzj1nWazkybWc26Iz8UMdS25EOduMrZGHYMiH0p52YteffmKVv57WItRFMtWnC4QAfwOYbajk1lsX64i1OyE82-2FcyvBhCiOMb8X1S3S2TSRGCLuSulouuvRcjqDtbva4xfpliTgylIccZlZJ02Q9tr0hYLq14lW9HnjqWPdSbSKK9yMTZHnhi-2FzVSNyDVLcRqUnMtzKuGeYRcF-2BkbeHSlgdgIwcJOmlrl8QnzDWGUwWuvRf7d67A67wBQkohe7SbEvJuP1rJKF5vVxFGYICAN8-2F8LUkZZ5sufqJeSfGgPGgCXNUaZsuu1RYotHA4Kf50DGn3-2BV3EZp-2BWAX08KXPLKQrosY-2BssY3y6AuTxBN4WTkZrLnSOwWLBCOi8-2BkrBAA2nBKwMmhsXbTQjyGPO-2B-2FPy1-2B0Na7kimfJxQkm06ha-2B6mvoTWxZdSaADU5HUgwoVuYGzW7xWc7lTmnakt4hcnelVjD8sHkKAhaYrPNYyaserJhWjd6EhzDf2QPzCexsCyezaFCsE3C-2Bwah7RbMJ2Wl8uOSA9VSahWfSJrkqjTilfMuGtBuMACqQeHg5rl7s2JTeUgWy8RUYCqgyIhFJycajZFs32wxu-2Bxyi4ABVCS4aTawOtM3nSK9SzwcjWGhxMXjV6sunRV3PW57aHuA0z0UCKQTWSv2cqoRa1hvl32YZrCMRSFtf-2Fv0m9-2FL0NfmANil8L99yb4oryyDYFk1ICisUqbaJExpVHpbM8Ar9aEhe00Kucs-2BjFK0yK-2BMp8qtX89trACE4g90pjJYN70FWjTVe0LHaYzPbVO-2F05ncIdHEZseTd6hok3oAW5m-2Fut4IsQ6eIcM1Myr1CZLL2Ii8-2BArMixo0iaP4jeaMSVKhSBLimrrdWd1vBc3UP3sAK3ju-2BUazKz0lCYTAMlMOFJDkYibOgdmOCqwgccIRXgTpOs-2FXWYQIYIdBTUePx44djt3XfA1avR3XidPfezSpvGMtrpI3-2FXN9Fo89mMOzP8VtoHVHty8oaiISaaUWp-2FiHhk3cXwB9V6IQxWTCWn-2BbCy19VNbx1iWqvhwaTKnzmDSewyDiSoCDGrqwvbSQPkkmR9IqOHGdf5ixq3Zx6feyAfhfBZRmhiVgGIvVJD9acABy9UcGBM40BJNLB-2FNGoZf4YFqfnGNrM411GThpduhgzd2mARoLV536ImsP1FhKCDurTB4c16x4yGe3XvqE99y3FmK3RLOFn2ufIZrqzPpfX-2BTgGl33RnhERcNabdD1rm-2FgVllZg0Za67ybguhXfA9qub6MorbPjaqZImPftbM927RsWGY49W3bwf8DeSLDPApVb3ZzcS5YsgSoGNK-2FJOgB-2B88hJYU70-2FWjQ4drCcP1biqZxQM1bOgisR0h7Qxve2LRzM01-2FEV17OzbRSnHoI9Bq4cuyKggyB5M-2B14Pgc-2BAfMqx0IOuNwx7goEdz49j29kW8dsPa6q8-2FuYL32DTLHzgNuc7i4vKbqvhZcHWxub4ZQw3LRekmGXasAxBobGC-2Bs34R-2BSOJpJsPu8iPZubRdVeuQdVXS-2Fk-2Fin1Wh-2FtLiX4R8FnXusR6EZKQnTcApqckyFpdg27LidQLPr3SDvQfpW4DQZqL52rovfWMDzSuI1EzkNDDAI4Y79kzZ7jLuNPwnI55va7tAy-2Fuw-2BboqEssLrotHKIiGEBmUBxCoeKfmKX6ZhprCVIa0YgQd5vp61Heoyr0sF8bi8xhWMwOGjoKgdyzD7cIIUSnJz7kz3cyldFnfsWSIFGsx9YlgqJUyHV7BLcN1KuOzi0wiB6yYcfpQSq3VHFWCjvknIRGKANwFpg3KkvEZ37WiH3A384CapmNLQUcF1Q4GqzqIZI5YB7D63DKwza60JsQsUzOMv2T4TZfZb5Nf0HfK9VYIyXDkDfqMnXAidV3siY3NhpGhIG4vavfSOu00NTzJWx5aM3TOcNB4O7gTnSJay-2BonOEMsUMnYWbNWewyTd6H9CIoIF5viGo1TdMoLqKazj3E6HS-2FkTSoyKGbq7HAvH0yU4i0m9Zxble0kDZRoMWFZ7dYzetqx1Y2oM8C6LxtTTMYgoSmQNaq80nxRbjYzqLAauxGNyMg6OWcvJUGRZAwNP1dOvsa8VgGIjd8Yaisg5tDyeJDGxJogy0wRMcMyaDPzaknDUczl21PA7xdWfc-2BfJgKIm7l-2Bbklx00z6UiPeWqQiizI8DWoe8J5ua7Dh3BBgdcHZ2BFwhe7VKW00-2BpAK6VdlVp4rjHwW7w3CJhLb-2FKSGYg6S-2B-2FCahuxjzjHXZZIjdHPHLlQ3Rbnhe8XUGbuHI6levCFcoV3J0JNsZcaHJesqSstgGHe3IVPOz7CRNzxh3fUfq8E8-2B64BDCF7gp11-2BM-2BmiXWEZsDu8U3OkplZhChdOmNGHWUdLcCFttRyWgaDdKmaT8Zlotq7LN2aqffs2tNeOqAaAYd44BmhBAGA8OaRgMcs2ufjHhTTnDu8NJZfwZWopNSGtfdPzHYj04rNMZ-2BlW21VoWW78fEcCAcCmfd3qQvIA16ISoBR-2BHpvaSkwmiRsT-2B-2FVfSJiPZS3Y9pdRT-2FjCMvwsh3hxJYZ4JV0-2BRQ6JGvMcLkjl2JHzQLGUjwbQexADyK6O1cdpzDYGavnf2fTkik3z89pybms3UzoQqA93nELQO51dQ-2FAApmqRJRbT6a-2BUzHJ1LVu2wYmP5NGL0FyKlsbGaWV1TpIXvu98a2bi7tOpUwWSMDtAXi35xedRDPmEWBAZMepVBBRfYaZaWZWUYbHiX5GKXsk6xxVrr8QX6p3uE66lplqFRTqukDCO-2BvbjcdSqrluimKM6aW3MuuSP2NE-2BL7otPsMKgl1jlngdRwaSgTGfrF5-2BDgUr0CRtkL6X6tWcVVOn2gcYzr-2FnYeGGPIJYPyZTsSNtXa8u4E1pqernpKJklM6bgtFsnVZjQf-2BIwMHRi4wsaFsPq3gkazt1gstZrdhGZ2vjKw5yuAPkZtUWUjyeV1feSkNVEHIHiYBtssyFml0l1ScyGYoIbcVaUSWhJYVe26f-2FGTB-2FvAtxeqojeHqtfAdHcLb06btTRSbSPRD0vzsd7edViWXGQLXfphsvGRhmN2734ephAnIMUdJoLuLyjUj22UHdPRu-2BfP-2Bw7K-2BJ8DrsKZRj0tFFW3BsUt8TIPBoG6YLPF92rF0FWVSwLlCjjk-2F7kMsVJi9N4hxVlCEcGEInjJXX0g-2FlV-2BEt2oGaWMCIQ49uMwl9PiJsCuPmpz9JzkMZI9PH8oIb-2Fjy7mlNW76I8kb8wcDOI4MBy0BwH8pxQyQlzcq-2BB0t1z1PjiomS9fR2mv1IZAvO1weMqJq1wic5g70UAGxxaNBldd6Nmj92FTtxkgBISEdWxEDl9m7FucCJE2-2BPbP1KyotonHcNdGuwx8MA1qclqMGKT7OPkW0yPDiAXIA-2Fj-2BIGqqmP4kwmml4MYrnfSzt4WbU0yJLcw-2B5p29drJriOv-2By8oikfhQykMOmElDO9dyGA7QhVZS-2FqoAjA8TeV5CJI5mGk5YNovr-2FJiE6pg4oO4F5qwVgKBmOQ8lyX0Ofc-2ByZ2vCDgs3OtyvozsFawIHQ9g-3D-3D_1RXb6-2BUkKyan7iHlFI-2FldfmXWA-2BT-2FvzqDoLMxL3pWx3xvDz4ZxkapNK-2FNcECOn8BNJbxlVMI2te5Jwc0O9fQYQW8lGvDE7fOagpLAl8i3gUnTwyf34eZCAtmgO-2FKbmm6Kuygo3RFB4IxO9Qg20M4lF3L1G0cQNJv0S-2BOlMOEN-2BUelRq8maeo1jXNsdOTrOr-2Bx1eNYiUPyBO0eUgTh14LnQ-3D-3D> . I enjoy Rohan's videos, but I'm not so found of procedural modelling. To create the rocket ship's door, a dozen nodes are needed… All working with some kind of curves (carve nodes) to draw the shape of the door, then delete nodes to cut out the volume. Like some kind of nurbs boolean workflow. Everything is done in the network editor and I don't find this workflow funny. So of course the beauty of this kind of work is that you can go back to the first node (in a tree so high it's scary) and if you modify it, all the subsequent nodes will evolve accordingly. And when the ship will be shape-animated everything will follow nicely. But the same could be achieved with non procedural modelling , not?
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Those at the tail end of their career, that came from a pure fine arts education are at a definite disadvantage with a technical application like Houdini.

And by my judgement, Houdini is no closer to being a generalist replacement for Softimage.
This is what I would love to understand if you don’t mind…
jb
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Thanks Olive this works much better :)
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LOL. I have the same one at home, a gift from my granny !!
On 2018-05-10 11:06, Alastair Hearsum wrote:
that GI Light icon is like your granny's occasional table table cloth
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Oh dear
On 02/05/2018 22:26, Jonathan Moore wrote:
Those at the tail end of their career, that came from a pure fine arts education are at a definite disadvantage with a technical application like Houdini.
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On 10 May 2018, at 20:38, Olivier Jeannel <facial...@gmail.com> wrote:I'm from an old fine art degree. Proceduralism and other math / vector thingy are the best creative things that happened to me :)
Funny how that is. When I first got my feet wet with Houdini I had the same feelings. I could rage about the looks of everything UI. Then something else happened… And this is not to say that the UI/UX doesn’t need work, but while learning the ins and outs of Houdini I started to appreciate how things worked and not how they looked.
I also find these recurring workflow statements misleading. While modeling and animation workflows maybe champions. Let us not put others on the same pedestal. High Quality Viewport, Fur, ICE caching, Passes, Schematic View, etc. are no champions of their league. Some of them quite dated for their time, others just embarrassing.
To each its own I guess :—)
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Is it possible to make something like a ‘Shape Manager’ in Houdini?
On SOP level you can use the Blend shape node. Or you make your
own one. Blendshapes are just an linear interpolation between two
meshes with the same topo.
If you want to make your custom deformer use the mix node in VOPs or the lerp function in vex. For weighting you can use any float attribute.
AndyOn 11 May 2018, at 16:22, <pa...@bustykelp.com> <pa...@bustykelp.com> wrote:Is it possible to make something like a ‘Shape Manager’ in Houdini?
I can understand that it sounds bad to try and force ‘traditional workflows’ into Houdini. However, it seems a bit purist and counterproductive to not allow useful creation tools just because they aren’t part of the procedural workflow. Its not like having a shape manager in there to create shapes / correctives easily and in context of the rig is going to suddenly corrupt everyone and make them stop using a procedural approach. I need both when I’m doing work in XSI.
I think having 3d software that goes from simple accessible and easy, when you want to do creative work, to Very deep when you want to do complex stuff, is the best approach. These types of ‘traditional’ tools aren’t going to be noticeable to the people that don’t want to use them.
I find it a humorous coincidence that people are coming to the conclusion that Houdini is not Softimage or Maya, and you eventually have to come around to thinking the Houdini way in order to unlock its full potential.
Didn’t we have the exact same issue with Maya people trying to use XSI with Maya thinking? Setting up rigs and hierarchies in a Maya way, using a Maya-linear-production workflow, all highly inefficient. And then they didn’t like XSI because it wasn’t very good at being Maya. :-)
It’s a big reason I dreaded the idea of switching apps. I assumed Maya was going to really bad at being XSI for me. Still wish I had time to pick up Houdini at some point.
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Given Houdini is a node based system, there is a simple paradox at play that in order to get the level of cohesiveness Softimage employed, tools need to share information and work together. A node based system, by design, requires each node to act independently. To get the Softimage workflow in Houdini requires either monolithic nodes with enough intelligence to cover all the bases of a particular task, or the UI needs to take control and hide the nodes behind the scenes slapping user's wrists if they attempt to fiddle with the nodes involved. In either case, it works against a node based system's mantra.
In short, I don't think it's possible for Houdini to ever become another Softimage. You'll have to settle for something that has great power but some degree of cumbersome workflow.
Matt
Message: 2 Date: Fri, 11 May 2018 18:44:10 +0100 From: Alastair Hearsum <alas...@glassworks.co.uk> Subject: Re: Houdini : non VFX jobs? To: soft...@listproc.autodesk.com
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. As everyone knows there is some fantastic technology in there but its strung together in an awful way. Its like putting the organs of a 20 year old in an octagenarian; each organ very capable in its own right but not in the ideal host to get the best out if it.
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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 <alas...@glassworks.co.uk> 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.
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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 <jordi...@gmail.com> Subject: Re: Houdini : non VFX jobs? To: "Official Softimage Users Mailing List.
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAw&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=fzmLZpiCcc3jRaGy_z5hZ4ClOjRIY3U-E2uo1Q-Lyk4&s=yE_cOiolcVwkjZL5q7mTHV8iEoTF02ZHO8yCBQqtWJ8&e=" <soft...@listproc.autodesk.com>
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@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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On 12 May 2018, at 23:26, Matt Lind <spey...@hotmail.com> 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 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 <jordi...@gmail.com> Subject: Re: Houdini : non VFX jobs? To: "Official Softimage Users Mailing List.
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAw&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=fzmLZpiCcc3jRaGy_z5hZ4ClOjRIY3U-E2uo1Q-Lyk4&s=yE_cOiolcVwkjZL5q7mTHV8iEoTF02ZHO8yCBQqtWJ8&e=" <soft...@listproc.autodesk.com>
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@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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On 13 May 2018, at 17:28, Jordi Bares <jordi...@gmail.com> wrote: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.
An example of the boiler plate burden is exactly what was already discussed – modeling and tweaking as that's a good bulk of the early work. Bad first impressions can be a major deterrent.
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. If nodes from one category cannot work with a node of a different category, then that's a problem too. This is where documentation is sorely needed. 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? When should a SOP be used in place of wrangled nodes, or vice versa? 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. 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.
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. 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, 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. 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. 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. 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.
Matt
Message: 2 Date: Sun, 13 May 2018 17:28:12 +0100 From: Jordi Bares <jordi...@gmail.com> Subject: Re: Houdini : non VFX jobs? To: "Official Softimage Users Mailing List.
below
On 12 May 2018, at 23:26, Matt Lind <spey...@hotmail.com> 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 <jordi...@gmail.com> Subject: Re: Houdini : non VFX jobs? To: "Official Softimage Users Mailing List.
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFAw&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=fzmLZpiCcc3jRaGy_z5hZ4ClOjRIY3U-E2uo1Q-Lyk4&s=yE_cOiolcVwkjZL5q7mTHV8iEoTF02ZHO8yCBQqtWJ8&e= <https://urldefense.proofpoint.com/v2/url?u=https-3A__u7507473.ct.sendgrid.net_wf_click-3Fupn-3D5SmYwFIJXHmC5X9wAP0G6mg4oLGBuQENbeDkYXezg3m6vjHxJcC6rUMd8QE2MtqzowgyFFK4aAsDEzrdrVTV4Q6qbgbc-2D2FgnnpGob6G467zR75G56-2D2BuWz1AMtPXsoVdDXV-2D2BcQeKP7tI8SfI-2D2Feh9je45J8SGNt7RpMTV0RRx7u7ipqHdfH8mUievo2c62JbpLwyOU1kOPaRg2-2D2B2LXheI89DD7bUnzqVaJnQEBTdW08bxgXJLrEoHtcUb0Os6TNOgzkIKzPZXURWx-2D2FSJePMnVU8LRJWmAfJUhgo104PS4WFp-2D2FfJ3N5rbRuTadZflH0O-2D2Fh0M2h4yxib0ouX7j-2D2B2tixig6uQ8oA9tHKwbpeDBX96kNmyQeXTP2xyJ8o0enQb8fdkpC1N1yrj-2D2F86ylX3Yd13AvqA-2D3D-2D3D-5FxtAIgyeGUkaFYUSrrLyyFGCT559IxnI2CalBtcQNCt1ZpP5RSY8m3j3fC3Llx6XJJJcGSKy2rnhFCwKBcQ-2D2FEivZuddy-2D2FtIgmtY6BXRq3bXlgHt80z2VD2zzPUbYqMGDSg
UaDfO4zTapneePB0aoSve4cxp5aGXhetvS-2D2BKHLRPZ1XRT7YsM4sJM4WoSQVHdbI3PT2EoRlpdGZVMT8RzwOJdhepaUj9cKapbsZ-2D2BdHcP5Q-2D3D&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=Z6U0dqiDr9C7tT20jA4wmvFpZvvnUEa2y4sqeer3g7A&s=IIeJjTqMRI5D1mw5DEFqoSsTFp_zygLF0Kv82bXg7wM&e=>" <soft...@listproc.autodesk.com> Message-ID: <28C8FB7A-0412-47D4...@gmail.com> 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 unsubscribe, send a mail to softimag...@listproc.autodesk.com with ?unsubscribe? in the subject, and reply to confirm.
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On 13 May 2018, at 21:00, Matt Lind <spey...@hotmail.com> 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.
If nodes from one category cannot work with a node of a different category, then that's a problem too.
This is where documentation is sorely needed.
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?
When should a SOP be used in place of wrangled nodes, or vice versa?
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.
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.
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.
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,
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.
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.
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.
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.
On May 13, 2018, at 10:00 PM, Matt Lind <spey...@hotmail.com> wrote:
An example of the boiler plate burden is exactly what was already discussed – modeling and tweaking as that's a good bulk of the early work. Bad first impressions can be a major deterrent.
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. If nodes from one category cannot work with a node of a different category, then that's a problem too. This is where documentation is sorely needed. 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? When should a SOP be used in place of wrangled nodes, or vice versa? 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. 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.
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.
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, 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. 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. 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.
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.
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 <jordi...@gmail.com> 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 <spey...@hotmail.com> 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 <jordi...@gmail.com> Subject: Re: Houdini : non VFX jobs? To: "Official Softimage Users Mailing List.
below
On 12 May 2018, at 23:26, Matt Lind <spey...@hotmail.com> 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 <jordi...@gmail.com> Subject: Re: Houdini : non VFX jobs? To: "Official Softimage Users Mailing List.
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UaDfO4zTapneePB0aoSve4cxp5aGXhetvS-2D2BKHLRPZ1XRT7YsM4sJM4WoSQVHdbI3PT2EoRlpdGZVMT8RzwOJdhepaUj9cKapbsZ-2D2BdHcP5Q-2D3D&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=Z6U0dqiDr9C7tT20jA4wmvFpZvvnUEa2y4sqeer3g7A&s=IIeJjTqMRI5D1mw5DEFqoSsTFp_zygLF0Kv82bXg7wM&e=>" <soft...@listproc.autodesk.com> Message-ID: <28C8FB7A-0412-47D4...@gmail.com> 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 unsubscribe, send a mail to softi
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On May 14, 2018, at 1:01 AM, Matt Lind <spey...@hotmail.com> wrote: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.
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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
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On 14 May 2018, at 00:01, Matt Lind <spey...@hotmail.com> wrote: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.
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.
On 14 May 2018, at 09:59, <pa...@bustykelp.com> <pa...@bustykelp.com> wrote:
Anyway. What I’m talking about is a tool that helps with the creation of shapes that are , for example in context of the current pose of the skinned mesh. Or making a shape that is a corrective, in context of 2 or more other shapes that are applied, and that kind of thing.All this is doable without a shape manager of course, but it takes longer, and can become tedious when you have to keep doing it. Its very nice to have a tool to make this happen in a no-brainer way and not have workarounds that undermine and stall the flow of enthusiasm.
On 14 May 2018, at 09:59, <pa...@bustykelp.com> <pa...@bustykelp.com> wrote:
Anyway. What I’m talking about is a tool that helps with the creation of shapes that are , for example in context of the current pose of the skinned mesh. Or making a shape that is a corrective, in context of 2 or more other shapes that are applied, and that kind of thing.All this is doable without a shape manager of course, but it takes longer, and can become tedious when you have to keep doing it. Its very nice to have a tool to make this happen in a no-brainer way and not have workarounds that undermine and stall the flow of enthusiasm.


Message: 2 Date: Fri, 11 May 2018 18:44:10 +0100 From: Alastair Hearsum <alas...@glassworks.co.uk> Subject: Re: Houdini : non VFX jobs? To: softimage@listproc.autodesk.com
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. As everyone knows there is some fantastic technology in there but its strung together in an awful way. Its like putting the organs of a 20 year old in an octagenarian; each organ very capable in its own right but not in the ideal host to get the best out if it.
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