[Sidefx-houdini-list] houdini modeling?

Craig Hoffman craigleehoffman at aol.com
Mon May 11 23:06:45 EDT 2015


I didn't either..  Though I do recall suggesting it many years ago due to all the strange looks I got when I told people to use the "Facet" Sop to add normals...  😊 

-Craig

-----Original Message-----
From: "Floyd Gillis" <floyd at afcg.com>
Sent: ‎5/‎11/‎2015 6:56 PM
To: "sidefx-houdini-list at sidefx.com" <sidefx-houdini-list at sidefx.com>
Subject: Re: [Sidefx-houdini-list] houdini modeling?

Yikes!  I didn't even know there was a "Normal" Sop. "Thumbs-up Icon"

Cheers

On 5/11/15 9:54 PM, Neil Dickson wrote:
> If you want to add normals, *please* use the Normal SOP.  It's what 
> it's there for; it produces more consistent normals, it's easier to 
> put down, it's way more discoverable for new users, and it's one less 
> esoteric, confusing thing to memorize, like using the Point SOP or 
> Vertex SOP for a dozen miscellaneous, unrelated things.  Facet and 
> Divide are confusing enough, and those at least contain semi-related 
> operations.
>
> Also, if you want something as specific as setting the x component of 
> the P attribute to 10, it doesn't seem like a giant leap to say @P.x = 
> 10;  Whether it's good or bad, lots of people no longer use Attribute 
> Create unless they have to, because it's so much easier to write @foo 
> = 5; to indicate that you want to set attribute foo to 5, than it is 
> to wade through a field of parameters to figure out how to set foo to 
> 5.  It's also not some special case that only works for P; it works 
> for anything, so you don't need to memorize different workflows for 
> different attributes or different attribute classes like you would 
> need to with the Point, Vertex, or Primitive SOPs.
>
> P.S. If anyone is actually recommending using @N = @N; for computing 
> normals, I completely agree that's madness.
>
> Cheers,
> Neil
>
>
> On 08/05/2015 7:13 PM, Floyd Gillis 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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