[Sidefx-houdini-list] Modeling questions

Andy Nicholas andy at andynicholas.com
Wed Feb 18 09:32:58 EST 2009


I couldn't agree more Nic :-)

>
> To be honest, ive modelled in lightwave/modo/maya/3dsmax/nendo/wings3d and
> houdini. As an artists modelling tool houdini is terrible, its really isnt
> intuitive in anyway and does get in your way from an artistic point of
> view. But in procedural sense a techinical artists can make the most of
> houdini, generating tools todo general modelling tasks that would take
> alot of effort to build by hand or too script.
>
> From HDAs that can create custom tanks or buildings to a simple window
> generator or broken wall tool you cant beat houdini. But as soon as you
> get down to pure modelling in any artistic way it falls over.
>
> I would vote for a special modelling environment within houdni, such as a
> modelSop node. When you dive into it you can model and paint in an
> artistic and non historic way(apart from an undo of course), giving you
> access to good quality polymodelling tools while mainting any custom
> houdini attributes.
>
> Straight organic modelling doesnt need a history, how many people build a
> head add the nose eyes etc then think oh damn i wish i had my history
> stack so i could change the resolution of my intial box mesh... but that
> would destroy your mesh further down the line most of the time procedural
> modelling isnt needed. Unless your model will need the abilty to edit
> specific elements in an HDA, we could easily use some sort of modelling
> node that means people dont always have to revert to exporting objs to
> there favourite modelling package.
>
> The way houdini models is one of the reasons why many artists stay away
> from it as an artists/illustrative tool which i think is shame as it has
> so many great aspects that can help them get on with there work.
>
> Just my two pennies ;¬)
>
>
>
>
>
>> Date: Wed, 18 Feb 2009 10:46:13 +0100
>> From: ben.schrijvers at guerrilla-games.com
>> To: sidefx-houdini-list at sidefx.com
>> Subject: Re: [Sidefx-houdini-list] Modeling questions
>>
>> Hi there,
>>
>> I recognize a lot in Garman's email :-)
>>
>> Models in Houdini are quite often not only the shape but have important
>> attributes.
>> Or the topology could be important for example the point order could be
>> part of an animation set up.
>> All part of modeling if you would ask me... which is where the
>> difficulty lies.
>> The definition of modeling is different for everybody.
>> People used to Houdini often find that the definition other people use
>> quite limited.
>> People used to other tools might miss certain features in Houdini that
>> would speed up their workflow.
>>
>> I would vote for SESI not to invest too much in innovating interactive
>> modeling.
>> Let other software company's do that and "borrow" new idea's that are
>> good.
>>
>> Problem and power of Houdini is that it has very generic tools.
>> Like the Clip Sop. Sure you can turn that into a knife.
>> I now use the Clip Sop to clip at a certain value of an attribute in my
>> geomerty.
>> I geuss I can paint that value interactive as well...
>> So it means SESI needs to try and translate a feature request into
>> something generic.
>> Which I think they did very well in the past.
>>
>> cheers,
>> benS
>>
>> Garman Lists wrote:
>> > Well... hum...  You don't get around much do you?
>> >
>> > There are many many things so easy to model in Houdini it's pointless
>> to
>> > do in another package.  Of course, you need to model the right kinds
>> of
>> > things.
>> >
>> > When I've worked on effects at DD I often have to remodel the geometry
>> I
>> > get before I can do the effects with them.  Most times modelers don't
>> > think (naturally) about how to best model the object so we can
>> destruct
>> > it.  Because they don't really know what we need to do.  So I often
>> use
>> > Houdini to remodel the object, sure, often using the original as much
>> as
>> > I can.
>> >
>> > One example was on Stealth to get the rain flowing over the surface of
>> > the jet.  The original surface was too complex and not really valid
>> for
>> > collisions and sliding particles.  So I projected (ray'ed) a surface
>> on
>> > to the maya (?) model to get the best effects model.
>> >
>> > For other kinds of models which Houdini isn't that great at, I go for
>> > the "right brain" software like Modo.
>> >
>> > I tell my studnets to make lists of object which can best be modeled
>> > procedurally and go from there.  In a way, I hope that SESI does not
>> > concentrate on modeling tools as using Modo or something other is
>> great
>> > for those kinds of models.
>> >
>> > :)
>> >
>> >
>> > James Rutherford wrote:
>> >
>> >> who models in Houdini...seriously....the only people I've ever met
>> who model in Houdini are the old Prisms guys...and all the schools
>> teach is how to take a Maya rigged model and stick some dust on
>> it....
>> >>
>> >>
>> >>
>> >> ________________________________________
>> >> From: sidefx-houdini-list-bounces at sidefx.com
>> [sidefx-houdini-list-bounces at sidefx.com] On Behalf Of Pablo Giménez
>> [pablogipi at gmail.com]
>> >> Sent: Tuesday, February 17, 2009 7:09 PM
>> >> To: sidefx-houdini-list at sidefx.com
>> >> Subject: Re: [Sidefx-houdini-list] Modeling questions
>> >>
>> >> 2009/2/11 Peter Bowmar <pbowmar at gmail.com>
>> >>
>> >>
>> >>
>> >>> It's not freehand though, and is super clumsy compared to
>> Lightwave's.
>> >>> I've asked for this for about 10 years now :)
>> >>>
>> >>>
>> >> Be patient my friend someday SESI will decide to improve modelling in
>> >> houdini, someday ......
>> >>
>> >>
>> >>
>> >>> 2009/2/11 Jerry <jerry at axyzfx.com>:
>> >>>
>> >>>
>> >>>> I think the knife operation can be achieved using the clip SOP.
>> >>>> You just retain the above and below plane objects and it'll
>> automatically
>> >>>> fuse the join.
>> >>>>
>> >>>>
>> >>>>> Are there any good interactive ways in Houdini to do these sorts
>> of
>> >>>>>
>> >>>>>
>> >>> modeling operations:
>> >>>
>> >>>
>> >>>>> Edge loop splitting? A
>> >>>>> tool that adds a new span that you can slide to position along a
>> run of
>> >>>>> quads in the mesh. Like edge loop select that splits the
>> selection.
>> >>>>> ? I know we can make a new edge loop all the way around an object,
>> but
>> >>>>>
>> >>>>>
>> >>> can we "slide" it's positioning?..
>> >>>
>> >>>
>> >>>>> Knife? Knife
>> >>>>> is similar to splitting but it just splits poly's based on camera
>> >>>>> projected lines that you drag to position. It just splits across
>> the
>> >>>>> mesh regardless of edge runs, literally slicing across the mesh,
>> but
>> >>>>> only in straight lines..
>> >>>>>
>> >>>>> Selecting an edge ring? Selecting edges that are perpendicular to
>> edge
>> >>>>>
>> >>>>>
>> >>> loops (I think...)
>> >>>
>> >>>
>> >>>>> Sliding an edge/vert along the surface? Moves it along the
>> guestimated
>> >>>>>
>> >>>>>
>> >>> volume (I think..)
>> >>>
>> >>>
>> >>>>> thanks,
>> >>>>> Craig
>> >>>>>
>> >>>>>
>> >>>>>
>> >>>>>
>> >>>>>
>>
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>
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