[Sidefx-houdini-list] houdini modeling?

Sam Cuttriss teanau at gmail.com
Fri May 29 12:15:32 EDT 2015


interesting, thanks for the heads up.


On Fri, May 29, 2015 at 3:01 AM, Cristobal Infante <cgcris at gmail.com> wrote:

> 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;
> > > > >>>>>>
> > > > >>>>>>
> > > > >>>>>>
> > > > >>>>> _______________________________________________
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> > > > >>>>> Sidefx-houdini-list at sidefx.com
> > > > >>>>>
> > https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list
> > > > >>>>>
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