[Sidefx-houdini-list] houdini modeling?

Jordi Bares Dominguez jordibares at gmail.com
Tue May 12 20:17:46 EDT 2015


Houdini ethos should be intact but that does not meant it can’t facilitate certain tasks and be able to model things or modify them in a modern way.

jb 



> On 12 May 2015, at 17:05, Matt Ebb <matt at mke3.net> wrote:
> 
> There are plenty of other modelling apps that do a great job of
> destructive poly modelling, but really only one (Houdini) that does a
> great job of procedural modelling. Why not just let your 'black box
> edit SOP' be a file SOP, and continue it on in another app more suited
> to the job? IMO there's nothing wrong with using a mix of tools, using
> the best one suited to the task at hand. I'm happy to let Houdini be
> Houdini, and let SideFX concentrate on making awesome procedural
> modelling, because they're the only people who are!
> 
> On 13 May 2015 at 08:48, Sam Cuttriss <teanau at gmail.com> wrote:
>> Yes, im looking for a very fast/ very stupid sandbox to model without the
>> benefits / burden of proceduralism.
>> I want the sandbox to prioritise efficiency and ergonomics, reducing clicks
>> to the absolute minimum, eliminating workflow dependence upon commands /
>> attribute wrangling /
>> I would even prefer primary interactive properties to be represented in the
>> viewport at the site the modification will manifest using context sensitive
>> handles / parameters whenever possible.
>> Multiple sticky keys acting simultaneously were very successfully
>> implemented in softimage reducing what could be 10 or more sequential steps
>> to a couple of modified mouse clicks.
>> 
>> I realise what im asking for is !Houdini
>> and i recognise the output geometry of such an arrangement would probably
>> eliminate any procedural modification opportunities.
>> 
>> but im more than willing to give that up to model quickly and expressively.
>> 
>> besides, it seems like a great opportunity to capture the hearts and minds
>> of autodesk refugees.
>> _sam
>> 
>> 
>> On Tue, May 12, 2015 at 11:00 AM, Jordi Bares Dominguez <
>> jordibares at gmail.com> wrote:
>> 
>>> I think we should argue the two variants we encounter
>>> 
>>> - Procedural modelling tasks : nodes, for sure (booleans, architecture
>>> stuff, etc…)
>>> 
>>> - Normal modelling tasks (which is 90% of the cases) : it has to be one
>>> too, it is a destructive process by nature and thus trying to shoehorne it
>>> onto a procedural paradigm gives you a very cumbersome workflow.
>>> 
>>> 
>>> If you try to build it all with very granular tools we will end up in the
>>> same situation we are in, almost nobody uses it.
>>> 
>>> jb
>>> 
>>> 
>>>> On 12 May 2015, at 10:49, Andy Nicholas <andy at andynicholas.com> wrote:
>>>> 
>>>> 
>>>> The thing is, individual SOPs are great, and yes, we should definitely
>>> have that list that Srecko put down, but the fact is that to
>>> (non-procedural) modellers, having to put down SOPs, create groups,
>>> attributes, etc. breaks the modelling workflow and can quickly kill a
>>> moment of inspiration while they look up VEX syntax for the umpteenth time
>>> ;)
>>>> 
>>>> So yes, I’d say that an uber editing SOP is still very much necessary.
>>> Maybe it has a button which says “Make SOP network” to automatically
>>> creates a network based on what you’ve just done. That would be awesome,
>>> although it would be a tough challenge for SideFX to define the heuristics
>>> of how it would do that.
>>>> 
>>>> 
>>>>> If one wants an UBER modeling node it's easy enough to just create an
>>> OTL
>>>>> yourself :)
>>>> 
>>>> 
>>>> Hehe! Careful, someone might think you’re being serious ;)
>>>> 
>>>> 
>>>> 
>>>> 
>>>> 
>>>> 
>>>>> On 12 May 2015, at 07:40, Ron Schab <ron.schab at gmail.com> wrote:
>>>>> 
>>>>> Agreed with most of above.
>>>>> 
>>>>> If one wants an UBER modeling node it's easy enough to just create an
>>> OTL
>>>>> yourself :)
>>>>> 
>>>>> I actually love the procedural node trees.  It it one of the many
>>> reasons I
>>>>> prefer Houdini.
>>>>> 
>>>>> The cookie-SOP highly depends on mesh resolution amongst other things
>>> that
>>>>> i.e. Cinema doesn't needs in order to work.
>>>>> 
>>>>> 
>>>>> 
>>>>> beers
>>>>> Ron
>>>>> 
>>>>> 
>>>>> 
>>>>> On Tue, May 12, 2015 at 4:15 PM, Srecko Micic <srecko.micic at gmail.com>
>>>>> wrote:
>>>>> 
>>>>>> I do not see much benefits of Uber tool, at least if it works like Edit
>>>>>> Node in 3dsMax. I like to be able to go back and tweak nodes later,or
>>>>>> combine them in one tool,  that is why I love Houdini :D
>>>>>> 
>>>>>> What I would like to have is more and better implemented (with more
>>>>>> options) SOPs.
>>>>>> - For example better Bevel sop that works like Cinema4D.
>>>>>> - Slide edge/vertices along edge, surface ....
>>>>>> - Snapping on object surface not just vertices - Retopology
>>>>>> - Poly bridge.
>>>>>> - Boolean improved, I find this rarely works, but I think it is
>>> important
>>>>>> for Houdini to have this implemented as better as possible.
>>>>>> - More curve options (easy to round corners, offset, combine them etc),
>>>>>> add splines as in 3dsMax, this is also important for Houdini because of
>>>>>> it’s procedural approach.
>>>>>> - Something like Backdrop in Modo, much easier to work with reference
>>>>>> images than what we have now (transparent, overlay, easy to scale,
>>> rotate,
>>>>>> translate).
>>>>>> - More NURBS tools.
>>>>>> - Matcaps implemented
>>>>>> - Enhance DXF and EPS/AI importers
>>>>>> - Small modelling helpers, like make circle from selected faces etc.
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>> --
>>>>>> Srecko Micic
>>>>>> 3D Generalist
>>>>>> -------------------------------------------
>>>>>> Skype: srecko.micic
>>>>>> Email: srecko.micic at gmail.com
>>>>>> http://sreckom.webworkman.com
>>>>>> 
>>>>>>> On May 12, 2015, at 15:22, Jordan Walsh <jordan.h.walsh at gmail.com>
>>>>>> wrote:
>>>>>>> 
>>>>>>> It would be really nice to have an UBER modeling node like an edit
>>> node
>>>>>> but
>>>>>>> with all the modeing tools built in, like divide, add, extrude etc for
>>>>>>> organic modeling and also keeping the tools in their normal node for
>>> for
>>>>>>> procedural setups.
>>>>>>> A node that has the same functionality as 3dsMax's Edit Poly modifier
>>>>>> would
>>>>>>> be awesome. It is a massive pain to have a giant string of nodes for
>>> some
>>>>>>> modelling tasks.
>>>>>>> 
>>>>>>> Jordan
>>>>>>> 
>>>>>>> PS, I do love using an Add SOP to remove prims ;)
>>>>>>> 
>>>>>>> On Tue, May 12, 2015 at 1:05 PM, François Duchesneau <
>>> sidefx at trinix.ca>
>>>>>>> wrote:
>>>>>>> 
>>>>>>>> I wonder if the goal here is not to be able to set absolute value in
>>> a
>>>>>> non
>>>>>>>> procedural way. My understanding is while you're editing your points
>>>>>>>> sometimes you want to say the selected ones go to 10 in Y and then
>>> the
>>>>>> next
>>>>>>>> selection go 5 in X, in architecture modeling for example.
>>>>>>>> 
>>>>>>>> The last thing you want is have an AttribWrangle and then conntinue
>>> your
>>>>>>>> editing with another Edit Sop. If the Edit Sop had a toggle for World
>>>>>> Space
>>>>>>>> editing then you could use switch from one style to the other for the
>>>>>>>> following operation.
>>>>>>>> 
>>>>>>>> Thanks
>>>>>>>> 
>>>>>>>> Francois
>>>>>>>> 
>>>>>>>> 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;
>>>>>>>>> 
>>>>>>>>> 
>>>>>>>>> 
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