[Sidefx-houdini-list] houdini modeling?

jim at rutherfordfx.com jim at rutherfordfx.com
Tue May 12 21:10:02 EDT 2015


Honestly..I model everything in Houdini and much prefer it to
Maya...Sure I'll use modo when I just want to bash something out
quickly...I don't get the bad rap people give Houdini over
modeling...modeling in softimage annoyed the crap out of me but maybe I
didn't give it a chance.


-------- Original Message --------
Subject: Re: [Sidefx-houdini-list] houdini modeling?
From: Sam Cuttriss <teanau at gmail.com>
Date: Tue, May 12, 2015 5:20 pm
To: sidefx-houdini-list at sidefx.com

Totally valid, I may be totally out of line expecting this of houdini.

I view modeling as the fundamental core of 3d, from which an apps
specialisation builds upon.
Without robust / efficient modeling features houdini may be limiting
itself
to very large pipelines?
vs individuals and small shops trying to get a wide variety of tasks
done
quickly.

that may be a conscious strategic decision, but as (one of many it
seems)
ICE savvy softimage veterans looking for a home, this is the biggest
issue
i face.

_sam

On Tue, May 12, 2015 at 5:05 PM, 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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> >> >>>>>
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