[Sidefx-houdini-list] houdini modeling?

Cristobal Infante cgcris at gmail.com
Fri May 29 06:01:40 EDT 2015


It seems a houdini user (Alexey Vanzhula) has taken matter to his own hands
and is creating a "houdini modeler" asset.

http://i.imgur.com/krMYfdW.png

https://www.youtube.com/watch?v=Hul4ZIp8qSA

follow the thread here:

http://forums.odforce.net/topic/12632-random-link-of-interest/page-32


On 13 May 2015 at 22:41, <jim at rutherfordfx.com> wrote:

> bloody rich test format....geez
> anyway...for a temporary pivot
> select the points.. hit the ' key  snap the control to any point or
> surface ... hit the ' key...
>
>
>
> -------- Original Message --------
> Subject: Re: [Sidefx-houdini-list] houdini modeling?
> From: Sam Cuttriss <teanau at gmail.com>
> Date: Wed, May 13, 2015 1:16 pm
> To: sidefx-houdini-list at sidefx.com
>
> Here is chinny describing sticky key: pivot / snapping interaction
> https://www.youtube.com/watch?v=8jWfwJtiysQ
>
> So to rotate a cube 45 degrees about a corner leaving its center
> unchanged:
> I'd hold *C*, *alt* and* ctrl* to activate rotation, manipulate the
> temporary pivot and snap to points
> I'd *click once* on the corner i wish to rotate around then *release alt
> and ctrl *as C remains depressed the app returns to rotation mode
> holding *shift* i could then rotate around the *selected axis* in 15
> degree
> increments.
>
> the whole operation is two mouse clicks and a few keyboard modifiers,
> plus
> the application reverts to my previous tool when i release the C key due
> to
> the entire operation taking place using sticky keys. Plus the temporary
> pivot evaporates leaving my original pivot unchanged. All in im done in
> about a second. and never take my eye of the element im modifying.
>
> some really handy ones. ( these are misleadingly close to procedural
> operations, but presented efficiently )
> any transform ( which is always visible on the right ) can receive a
> relative offset with math operators:
>
> http://softimage.wiki.softimage.com/xsidocs/interface_SettingValuesforParameters.htm#Rah15418
> these are not permanent procedural expressions and they don't require
> you
> go hunting for a property page
> so for 10 cubes all at random positions in X i could select the X axis
> numeric transform and type 10+
> they will all have 10 added to their X position transform
> l(-5,5) would linearly arrange them from -5 to 5 based on order of
> selection etc..
> but the big point is these require no extra nodes, no opening panels,
> nothing beyond what is always visible on the screen and 3 to five clicks
>
> ] + middle click = split edge with edgeloop
>
> the viewport undo stack is independant from the regular undo stack: alt
> + z
> ill just end up summarizing the documents if i continue down this path.
> which can be found here by the way:
>
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html
>
> Im by no means saying Softimage's approach should be seen as the
> pinnacle
> of what can be achieved or even that they warrant replicating, but the
> core
> commitment to* eliminating unnecessary clicking and maintaining focus on
> the task at hand* by reducing the dependence on extraneous cluttered
> panels
> resonated with artists and technicians alike.
>
> Craig: the uv tools in soft were workable, poly reducing
> <
> http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/polys_PolygonReduction.htm,topicNumber=d30e102015
> >
> features were pretty good, normal baking was nice ( ultimapper
> <https://vimeo.com/10007237> go to 50min ) and attribute transferring
> (gator
> <https://www.youtube.com/watch?v=wcGwvc2VCkk>) in general was kind of
> cool
> for an artist friendly app, these are all pre ICE workflows and not
> necessarily something houdini would benefit from.
>
> Sorry i dont have softimage available anymore, i quit the facility that
> purchased it, otherwise i would be able to provide more targeted visual
> demonstrations.
> dont a bunch of ex soft guys work at side fx these days?
> _sam
>
> On Wed, May 13, 2015 at 8:29 AM, <craigleehoffman at aol.com> wrote:
>
> > Any chance you could give us a little video example of what you would
> like
> > to do using Softimage or your modeler of choice - or point us to an
> > existing example? (Like, I am not sure what you mean by “multiple sticky
> > keys acting simultaneously”, etc.)
> >
> >
> > You can model interactively in the Houdini Viewport without having to
> > worry about SOPs, commands, attribWrangle for most standard modeling
> > things. I know most tutorials never seem to show that (always diving into
> > SOPs and using expressions, etc.) but it is set up to work that way- just
> > maximize the viewport, use shelf tools (or drop tools down with the Tab)
> > and enter modeling parameters at the top of the Viewport for the active
> > modeling operation (which gets added to the SOP network in SOP-land but
> is
> > hidden from view if you want).
> >
> >
> > If I knew what you wanted to do, I could try to do a quick video tutorial
> > for interactive modeling works in Houdini… Plus it would help me learn
> > where it breaks down. I have always intended to do some Video Tutorials
> of
> > modeling and UV’ing for Artists without all the back and forth to
> SOP-land
> > and expression stuff that makes most Artists go glassy eyed and turn away
> > from even considering Houdini.
> >
> >
> > Cheers,
> >
> > -Craig
> >
> >
> >
> >
> >
> >
> >
> >
> > Sent from Windows Mail
> >
> >
> >
> >
> >
> > From: Sam Cuttriss
> > Sent: ‎Tuesday‎, ‎May‎ ‎12‎, ‎2015 ‎3‎:‎48‎ ‎PM
> > To: sidefx-houdini-list at sidefx.com
> >
> >
> >
> >
> >
> > 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;
> > > >>>>>>
> > > >>>>>>
> > > >>>>>>
> > > >>>>> _______________________________________________
> > > >>>>> Sidefx-houdini-list mailing list
> > > >>>>> Sidefx-houdini-list at sidefx.com
> > > >>>>>
> https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> > > >>>>>
> > > >>>> _______________________________________________
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