[Sidefx-houdini-list] houdini modeling?

Sam Cuttriss teanau at gmail.com
Fri May 8 19:31:20 EDT 2015


strange i never received Craig's message, only your reply with his original
inline.

Im beginning to recognise that houdini is unrelentingly procedural for
better or worse,
ill equipped to bash out a quick dog model, but the tool of choice for a
dogomatic genus generator.

_sam

On Fri, May 8, 2015 at 4:13 PM, Floyd Gillis <floyd at afcg.com> wrote:

> I hesitate to criticize any tutorials... the more the better in my
> opinion.  But regarding your point below, I'm also mystified why a tutorial
> for "complete beginners" would suggest adding normals to a sphere by laying
> down an Attribute Wrangle SOP, making sure it's set to "Run Over Points",
> then adding the expression "@N = @N;". ("Don't forget the semi-colon.")
>
> I think it would be clearer for beginners, (and old folks like me), to
> just add a Point or Vertex SOP and select "Add Normals".
>
> Cheers
>
> On 5/9/15 12:57 AM, craigleehoffman at aol.com wrote:
>
>> There are multiple ways to do things in Houdini.  I tend to go “old
>> school” since I am always trying to get artists comfortable with Houdini
>> rather than forcing them to learn expressions or code/script that are
>> easily done with standard Houdini functionality.
>>
>>
>> Editorial:  I like the fact that AttribWrangle exists, but I can’t say I
>> like that I am seeing it used so much in tutorials to replace standard
>> Houdini functionality because I think it reminds me too much of relying on
>> Mel for simple things and it makes a lot of artists think that “Houdini is
>> only for coders”, etc. and turn away from Houdini - which is something Side
>> Effects has worked hard to get away from.
>>
>>
>>     - how do i translate a few points to world X = 10? ( the edit node
>> only
>>     gives me local offsets?)
>>
>>
>> Simple interactive method:  In point selection mode in viewport, grab
>> points and move them where you want.  You could snap to grids while moving
>> them in X to ensure that X=10 or something…
>>
>>
>> Old school Houdini SOP method:  In point selection mode in viewport, grab
>> points and drop down a Point SOP.  In point SOP remove expression for X
>> position ($TX) and replace it with 10.  You are basically just overriding
>> the X position for all the points you selected.
>>
>>
>> More procedural old school SOP method:  In point selection mode in
>> viewport, grab points and drop down a Group SOP.  Group the points and give
>> it a name and feed this to a Point SOP with the Group name selected at the
>> top.  In point SOP remove expression for X position ($TX) and replace it
>> with 10.  This makes it a little easier to change the points in the Group
>> as needed (you can reselect points in Node in Viewport if you want to
>> change the points you are grouping, etc.) or use the Group of Points for a
>> later purpose.
>>
>>
>>
>> To be honest, I forgot how to do some of the pivot stuff and don’t have
>> time to try something out, so I will leave that up to others…
>>
>>
>> But there is a lot of decent poly modeling in Houdini that can be done
>> with PolyExtrude/Subdivide/etc. as well as some decent UV tools, but it
>> isn’t going to replace Modo or some of the other really good modelers out
>> there.  I tend to use Houdini to do those procedural type things that other
>> modelers can’t easily do, but let the hardcore modelers make the high end
>> models in their tool of choice.
>>
>>
>> Cheers,
>>
>> Craig
>>
>>
>>
>>
>>
>>
>>
>> Sent from Windows Mail
>>
>>
>>
>>
>>
>> From: Sam Cuttriss
>> Sent: ‎Thursday‎, ‎May‎ ‎7‎, ‎2015 ‎3‎:‎06‎ ‎PM
>> To: sidefx-houdini-list at sidefx.com
>>
>>
>>
>>
>>
>> Where is the best place to get a grasp of basic interactive modeling in
>> houdini?
>> I start projects intending to do the whole thing in houdini, but find
>> myself retreating to other apps quickly when basic poly modeling is
>> required.
>>
>>     - how do i translate a few points to world X = 10? ( the edit node
>> only
>>     gives me local offsets?)
>>     - can i temporarily place a pivot to enable snapping geo from one
>> point
>>     to another?
>>
>> there are a bunch of small basic modeling features i need to get work done
>> quickly, but those two would get me at least productive.
>>
>> thanks
>> _sam
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