[Sidefx-houdini-list] houdini modeling?

Andrew Nicholas andy at andynicholas.com
Tue May 12 01:18:29 EDT 2015


No worse than suggesting people use the Divide SOP to merge polygons :)


> On 11 May 2015, at 20:06, Craig Hoffman <craigleehoffman at aol.com> wrote:
> 
> 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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