[Sidefx-houdini-list] houdini modeling?

Alex Lim alex-list at leisora.com
Fri May 8 21:36:30 EDT 2015


But if Craig switches to a new email, we'd lost the last piece of
blast-from-the-past, yeah?

On Fri, May 8, 2015 at 5:31 PM, Stephen Tucker <stucker at allegrodigital.com>
wrote:

> 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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