[Sidefx-houdini-list] houdini modeling?

Stephen Tucker stucker at allegrodigital.com
Fri May 8 20:31:46 EDT 2015


Some things never change. Jim Rutherford's emails will typically
appear empty to me, and Craig Hoffman's go to spam thanks to Gmail
being weird.
The joys of email lists :)

On 8 May 2015 at 17:25, Craig Hoffman <craigleehoffman at aol.com> wrote:
> 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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>> >
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