[Sidefx-houdini-list] houdini modeling?

Craig Hoffman craigleehoffman at aol.com
Fri May 8 20:25:48 EDT 2015


I've been on the list far too long.  Time to update to my new email address.  😉 

-----Original Message-----
From: "Ken Ouellette" <ken.ouellette at gmail.com>
Sent: ‎5/‎8/‎2015 4:45 PM
To: "sidefx-houdini-list at sidefx.com" <sidefx-houdini-list at sidefx.com>
Subject: Re: [Sidefx-houdini-list] houdini modeling?

yeah..gmail is constantly putting craig's email into SPAM.
seems they don't trust that @aol.com

:)

On Fri, May 8, 2015 at 4:31 PM, Sam Cuttriss <teanau at gmail.com> wrote:

> 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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