Re: houdini 16

2017-02-22 Thread Mirko Jankovic
Here what support explained to me.
With 3 indie licences and 3 houdini engine inidie licences you can render
on 6 machines.
Because there is limit of 3 per studio so you buy 3 indie licences and 3
engines are free.
And with ofc using your own redshift licences you can render on all 6
machines.
Makes sense?
ᐧ

On Thu, Feb 23, 2017 at 2:09 AM, phil harbath 
wrote:

> if you had 2 or 3 copies of indie could you use royal render to render
> over a network or do you need core or FX to do that?
>
>
> Also, I assume you only need 1 copy of Core or FX to render (say X copies
> of Redshift) on X computers on a network.
>
> thanks
> Phil
>
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OT: "Hollywood greatest trick" - Documentary

2017-02-22 Thread Pierre Schiller
http://www.cartoonbrew.com/vfx/watch-hollywoods-greatest-trick-24-minute-documentary-unsustainable-vfx-industry-148981.html

Whenever anyone feels it´s time to share thoughts, let´s read them :)

"A few vfx artist on a union vs a political well organized company"
Geez...talking about boot and ants.


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Cinema & TV production
Video Reel 
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Re: houdini 16

2017-02-22 Thread phil harbath
if you had 2 or 3 copies of indie could you use royal render to render over a 
network or do you need core or FX to do that? 
Also, I assume you only need 1 copy of Core or FX to render (say X copies of 
Redshift) on X computers on a network.
thanks
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Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jordi Bares
:-D

A secret for everyone… my wife uses both… can you believe it!!!?!???!?   We 
are a 3D family. ;-)

jb




> On 22 Feb 2017, at 18:50, Jonathan Moore  wrote:
> 
> I bow to your more accurate description Jordi. ;)
> 
> On 22 February 2017 at 18:45, Jordi Bares  > wrote:
> I would suggest Houdini is an operating system while Clarisse is a filesystem.
> 
> Hope it makes sense
> Jb
> 
> Sent from my iPhone
> 
> On 22 Feb 2017, at 18:40, Jonathan Moore  > wrote:
> 
>> Cool. Clarisse is a very good parallel. Houdini is basically a file system 
>> in much the same manner as Clarisse.
>> 
>> On 22 February 2017 at 18:19, Paulo Cesar Duarte > > wrote:
>> Apologies Paulo, my response was a tad tetchy. 
>> 
>> No problem Jonathan.
>> The explanation of Florian, comparing Nuke with Houdini makes a lot of sense 
>> for me now, so Houdini doesn't really import a geometry, just reads from the 
>> file, I also work with Clarisse, is the same concept when working with 
>> geometry and caches.
>> 
>> 2017-02-22 14:18 GMT-03:00 Jonathan Moore > >:
>> Don't worry, I'm not giving up Houdini because it doesn't have a freeze 
>> modeling button :-)
>> 
>> Apologies Paulo, my response was a tad tetchy. 
>> 
>> I see a lot of people give up on Houdini simply because it's so different to 
>> working in any other DCC. It's very similar to the reaction some artists 
>> have with ZBrush. Because it's so alien they give up and use Mudbox instead 
>> simply because it feels more familiar.
>> 
>> I suppose what I was attempting to say was that it helps to try understand 
>> why Houdini's designed the way it is, as that knowledge can calm any initial 
>> disorientation. The combination of the new network editor, radial menus and 
>> a boolean system that simply works without fear of nasty surfacing makes H16 
>> easier than ever to adapt to. But at it's core the it's still the same 
>> Houdini.
>> 
>> On 22 February 2017 at 16:47, Jonathan Moore > > wrote:
>> I think Matt Estela summed up Houdini most succinctly for me. He said 
>> 'loosely' at a fundamental level everything in Houdini comes down to the 
>> manipulation of attributes on points. It's all about wrangling the data.
>> 
>> I'm sure most people on this list know his site but for those that don't 
>> http://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted 
>>  is a 
>> fantastic resourse for those making the transistion over to Houdini from 
>> another DCC such as Maya. It reads almost as a diary of Matt's conversion to 
>> the Houdini way of things. :)
>> 
>> On 22 February 2017 at 16:27, Jordi Bares > > wrote:
>> 
>>> On 22 Feb 2017, at 16:17, Jordi Bares >> > wrote:
>>> 
 
 If so then is the only way to recreate the Softimage freeze is to export 
 then import the geo? 
>>> 
>>> It is more efficient… imagine you save to disk a result of a long process 
>>> that is 1Gb… and you have 100 versions of the scene.
>>> 
>>> If you save to disk you use 1Gb on disk…
>>> If you lock you save 100 times 1Gb on disk…
>> 
>> I meant you USE 100Gb.. load times skyrocket, traffic through the network 
>> increases massively as you save your scene again and again and again, 
>> potential asset version conflicts arise (where is the latest geometry of 
>> that character? Question)
>> 
>> Nevertheless you wil have to be a lot more tidy putting things on disk, that 
>> is for sure..
>> 
>>> 
>>> :-)
>> 
>> jb
>> 
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Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jason S

  
  

   When you work in Nuke you also can't freeze your
  sequence. You either use a cache node or render out a file
  sequence to disk.
  
  Indeed, and it's not at-all uncommon to do so to speed things up
  and or re-starting from a given point as an initial state.
  
  I guess it was mostly to streamline that a bit.
  
  
  
  On 02/22/17 11:27, Florian Breg wrote:


  Working in Houdini is more similar to working in
Nuke than working in SI/Maya/etc if you ask me.


With Houdini you have data (e.g. bgeo, abc) that
  is stored externally and the "scenes" more or less only
  contain the rules to modify this external data.


Traditional 3D apps store data (e.g. polymeshes)
  and the rules (e.g. operators) in the scene if you don't use
  referenced models. That's why you can easily freeze stuff and
  why it makes sense to do so.


When you work in Nuke you also can't freeze your
  sequence. You either use a cache node or render out a file
  sequence to disk. It is the same way in houdini.


One of Jordi's PDFs explained it in a more
  elegant and complete way if I remember correctly. Maybe you
  give them a try.


Have fun learning Houdini. It is worth it.


Cheers,
Flo

  

  Am 22.02.2017 16:44 schrieb
"Paulo Cesar Duarte" :

  Yes, I perfectly understand the
procedural approach, but over the last years Houdini
is getting better and better in interface and
modeling tools, they are trying to make a complete
3d tool set in all areas, so the idea is use Houdini
for all tasks, not only import things from Maya and
make simulations, lets say that I want modeling a
complete character or vehicle inside Houdini, I
would end up with a hundred of SOP nodes. 
Houdini is an amazing software, I just don't
  understand why I can't collapse nodes, I think
  every DCC can do that, simplify things when
  necessary.



  For now I'm going to lock the node and delete
the network upstream when necessary, thanks for
the tip. 

  
  

  2017-02-22 7:00 GMT-03:00
Jordi Bares :

  
You don’t really want to, it is one of
  those things that will challenge you at
  first and the you will see how much better
  is this appraoch.


Regardless of my opinion, if you want
  to collapse in the sense of Softimage,
  lock the node and delete the network
  upstream.. that is effectively the same.



jb

  

  

  

  
  

  

  
  
  
  
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Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jason S

  
  

  Okay that's reassuring, was wondering because there didn't seem to
  be a point to locking elements that didn't change over time, 
  if it wasn't for performance reason, if all operations remained
  anyways while just increasing filesize.
  
  Thanks
  
  On 02/22/17 2:46, Jordi Bares wrote:


  
  No, cooking is evaluated in a very optimised way so no dumb
cooking. 
  
  
  If a network is not needed for
display or as a result of other network it won't be evaluated.
  
  
  Jb
  
Sent from my iPhone
  
On 22 Feb 2017, at 03:08, Jason S 
wrote:

  
  

  
  
So things are cooked every frame unless explicitly specified
not to?  Even if nothing changes except perhaps regular
transforms? 
(with no deforms)

Also is there a command log to easily script things such as
in this case,  an export/import button?


  

  


  

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Re: houdini 16

2017-02-22 Thread Jonathan Moore
In fact it's X, C and V.

X for snapping, C for whatever desktop preference you have set (top of the
interface next to Help) - poly modelling, curve modelling, hair, particles
etc etc, and V for selections.

The combination of the Radials with a 3dConnexion device for viewport
navigation is heavenly.

On 22 February 2017 at 19:36, Felix Geremus 
wrote:

> Thanks! I already watched most of these, but I missed the part about the
> radial menus somehow.
>
> Cheers.
>
> 2017-02-22 20:31 GMT+01:00 Oliver Weingarten :
>
>>
>> By pressing "C" on the keyboard ;)
>>
>> Take a look at all the small tuts Fianna put together on Vimeo!
>> https://vimeo.com/goprocedural/videos
>>
>> cheers,
>> oli
>>
>>
>>
>>
>> Am 22.02.2017 um 20:20 schrieb Felix Geremus:
>>
>> How do you activate the new radial menus?
>>
>> 2017-02-22 15:24 GMT+01:00 Jonathan Moore :
>>
>>> To major things I hadn't noted are:
>>>
>>> - Compiled SOP Blocks: These allow for a chain of compatible SOP nodes
>>> to be compiles as a block on the fly for parallel execution. The
>>> documentation makes clear that this is just the start of a larger program
>>> of optimising SOPs for threading but this looks like it could be a really
>>> efficient workflow for SOP 'for loops', essential for destruction and such
>>> like.
>>> http://sidefx.com/docs/houdini/model/compile
>>>
>>> - Attribute Expression SOP: This is the new replacement for the goto per
>>> point manipulation SOP of days gone by, the 'Point SOP'. The Point SOP
>>> allowed you to action essential point attribute manipulations but was
>>> single threaded. The Attribute Expression SOP is fully multithreaded and is
>>> an extension of the Wrangle family of nodes.
>>> http://sidefx.com/docs/houdini/nodes/sop/attribexpression
>>>
>>> On 22 February 2017 at 08:38, Rob Wuijster  wrote:
>>>
 Terrain generation is going to be a lot of fun :-)
 And I like all the tweaks for the network view, very useful stuff there.

 Now I'm off to ruin my Wednesday ;-)

 Rob

 \/-\/\/

 On 21-2-2017 18:04, Ed Schiffer wrote:

 IT HAS ARRIVED
 go grab yours!!
 https://www.sidefx.com/download/
 On Fri, 10 Feb 2017 at 16:29 Pierre Schiller <
 activemotionpictu...@gmail.com> wrote:

> I'm jumping into HU. But from the looks of it, indie and self teaching
> isn't first option. It would seem I'd need to get into HU by partnering
> with someone more experienced, as the tabs, sims and other tools need to 
> be
> further digged on the interface and -of course- they are all needed. 
> Having
> said that, HU has impressed me at new ocean sims and crowd sims with
> colliders, along with fur tools. Simply breath taking. Yes, it feels as a
> new software instead of an upgrade (and that is staying healthy) on the
> industry.
> We all know in the end, we miss working with nodes on ICE, and HU
> offers anoher cool set of nodes to keep playing with.
> Cheers.
> On Feb 10, 2017 7:38 AM, "Sebastien Sterling" <
> sebastien.sterl...@gmail.com> wrote:
>
> looks awesome !!! more modeling stuff creeping in to the update
> On 10 February 2017 at 08:59, Jordi Bares 
> wrote:
>
> Yes, all of that is pretty straightforward without any maths although
> the ice looking growth structures may require some more involvement.
> Certainly directing it and making it look like that will take a lot of
> work and flair but the underlying toolset can do that without any 
> calculus.
> Jb Sent from my iPhone
> On 10 Feb 2017, at 03:41, Ognjen Vukovic  wrote:
>
> I mean to keep things flowing.
> On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic 
> wrote:
>
> Why not just make rray.de/houdini ?
> On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore <
> jonathan.moo...@gmail.com> wrote:
>
> When I think of emTopolizer I always think of Tim Borgmann's work for
> Framestore. Any of the Nissan projects of 2013 are a strong showcase for
> emTopolizer. But this Altima spot is my pick of the three.
> https://vimeo.com/46490225
> On 9 February 2017 at 22:28, Jordi Bares 
> wrote:
>
> Could I see some projects to be able to be more accurate? I would hate
> to give you the wrong impression of either easiness or difficulty.
> jb
>
> On 9 Feb 2017, at 21:16, phil harbath 
> wrote:
> thanks for the response,  as far as the emtopolizer question, I guess
> what I was asking was can I do that sort of thing without digging into 
> deep
> is there something close to the surface that already does that sort of
> things or do those nodes already exist.  And mostly I am just talking 

Re: houdini 16

2017-02-22 Thread Felix Geremus
Thanks! I already watched most of these, but I missed the part about the
radial menus somehow.

Cheers.

2017-02-22 20:31 GMT+01:00 Oliver Weingarten :

>
> By pressing "C" on the keyboard ;)
>
> Take a look at all the small tuts Fianna put together on Vimeo!
> https://vimeo.com/goprocedural/videos
>
> cheers,
> oli
>
>
>
>
> Am 22.02.2017 um 20:20 schrieb Felix Geremus:
>
> How do you activate the new radial menus?
>
> 2017-02-22 15:24 GMT+01:00 Jonathan Moore :
>
>> To major things I hadn't noted are:
>>
>> - Compiled SOP Blocks: These allow for a chain of compatible SOP nodes to
>> be compiles as a block on the fly for parallel execution. The documentation
>> makes clear that this is just the start of a larger program of optimising
>> SOPs for threading but this looks like it could be a really efficient
>> workflow for SOP 'for loops', essential for destruction and such like.
>> http://sidefx.com/docs/houdini/model/compile
>>
>> - Attribute Expression SOP: This is the new replacement for the goto per
>> point manipulation SOP of days gone by, the 'Point SOP'. The Point SOP
>> allowed you to action essential point attribute manipulations but was
>> single threaded. The Attribute Expression SOP is fully multithreaded and is
>> an extension of the Wrangle family of nodes.
>> http://sidefx.com/docs/houdini/nodes/sop/attribexpression
>>
>> On 22 February 2017 at 08:38, Rob Wuijster  wrote:
>>
>>> Terrain generation is going to be a lot of fun :-)
>>> And I like all the tweaks for the network view, very useful stuff there.
>>>
>>> Now I'm off to ruin my Wednesday ;-)
>>>
>>> Rob
>>>
>>> \/-\/\/
>>>
>>> On 21-2-2017 18:04, Ed Schiffer wrote:
>>>
>>> IT HAS ARRIVED
>>> go grab yours!!
>>> https://www.sidefx.com/download/
>>> On Fri, 10 Feb 2017 at 16:29 Pierre Schiller <
>>> activemotionpictu...@gmail.com> wrote:
>>>
 I'm jumping into HU. But from the looks of it, indie and self teaching
 isn't first option. It would seem I'd need to get into HU by partnering
 with someone more experienced, as the tabs, sims and other tools need to be
 further digged on the interface and -of course- they are all needed. Having
 said that, HU has impressed me at new ocean sims and crowd sims with
 colliders, along with fur tools. Simply breath taking. Yes, it feels as a
 new software instead of an upgrade (and that is staying healthy) on the
 industry.
 We all know in the end, we miss working with nodes on ICE, and HU
 offers anoher cool set of nodes to keep playing with.
 Cheers.
 On Feb 10, 2017 7:38 AM, "Sebastien Sterling" <
 sebastien.sterl...@gmail.com> wrote:

 looks awesome !!! more modeling stuff creeping in to the update
 On 10 February 2017 at 08:59, Jordi Bares 
 wrote:

 Yes, all of that is pretty straightforward without any maths although
 the ice looking growth structures may require some more involvement.
 Certainly directing it and making it look like that will take a lot of
 work and flair but the underlying toolset can do that without any calculus.
 Jb Sent from my iPhone
 On 10 Feb 2017, at 03:41, Ognjen Vukovic  wrote:

 I mean to keep things flowing.
 On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic 
 wrote:

 Why not just make rray.de/houdini ?
 On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore <
 jonathan.moo...@gmail.com> wrote:

 When I think of emTopolizer I always think of Tim Borgmann's work for
 Framestore. Any of the Nissan projects of 2013 are a strong showcase for
 emTopolizer. But this Altima spot is my pick of the three.
 https://vimeo.com/46490225
 On 9 February 2017 at 22:28, Jordi Bares  wrote:

 Could I see some projects to be able to be more accurate? I would hate
 to give you the wrong impression of either easiness or difficulty.
 jb

 On 9 Feb 2017, at 21:16, phil harbath 
 wrote:
 thanks for the response,  as far as the emtopolizer question, I guess
 what I was asking was can I do that sort of thing without digging into deep
 is there something close to the surface that already does that sort of
 things or do those nodes already exist.  And mostly I am just talking about
 the way emtopolizer is able to control islands of a mesh with a non
 simulated particle system.


 *From:* Jordi Bares
 *Sent:* Thursday, February 9, 2017 3:59 PM
 *To:* Official Softimage Users Mailing List.https://groups.google.com
 /forum/#!forum/xsi_list
 *Subject:* Re: houdini 16

 Trying to answer you questions… below


 On 9 Feb 2017, at 20:48, phil harbath 
 wrote:

 sorry, yes, I meant emtopolizer.  I really like using 

Re: houdini 16

2017-02-22 Thread Oliver Weingarten


By pressing "C" on the keyboard ;)

Take a look at all the small tuts Fianna put together on Vimeo!
https://vimeo.com/goprocedural/videos

cheers,
oli



Am 22.02.2017 um 20:20 schrieb Felix Geremus:

How do you activate the new radial menus?

2017-02-22 15:24 GMT+01:00 Jonathan Moore >:


To major things I hadn't noted are:

- Compiled SOP Blocks: These allow for a chain of compatible SOP
nodes to be compiles as a block on the fly for parallel execution.
The documentation makes clear that this is just the start of a
larger program of optimising SOPs for threading but this looks
like it could be a really efficient workflow for SOP 'for loops',
essential for destruction and such like.
http://sidefx.com/docs/houdini/model/compile


- Attribute Expression SOP: This is the new replacement for the
goto per point manipulation SOP of days gone by, the 'Point SOP'.
The Point SOP allowed you to action essential point attribute
manipulations but was single threaded. The Attribute Expression
SOP is fully multithreaded and is an extension of the Wrangle
family of nodes.
http://sidefx.com/docs/houdini/nodes/sop/attribexpression


On 22 February 2017 at 08:38, Rob Wuijster > wrote:

Terrain generation is going to be a lot of fun :-)
And I like all the tweaks for the network view, very useful
stuff there.

Now I'm off to ruin my Wednesday ;-)

Rob

\/-\/\/

On 21-2-2017 18:04, Ed Schiffer wrote:

IT HAS ARRIVED
go grab yours!!
https://www.sidefx.com/download/

On Fri, 10 Feb 2017 at 16:29 Pierre Schiller
> wrote:

I'm jumping into HU. But from the looks of it, indie and
self teaching isn't first option. It would seem I'd need
to get into HU by partnering with someone more
experienced, as the tabs, sims and other tools need to be
further digged on the interface and -of course- they are
all needed. Having said that, HU has impressed me at new
ocean sims and crowd sims with colliders, along with fur
tools. Simply breath taking. Yes, it feels as a new
software instead of an upgrade (and that is staying
healthy) on the industry.
We all know in the end, we miss working with nodes on
ICE, and HU offers anoher cool set of nodes to keep
playing with.
Cheers.
On Feb 10, 2017 7:38 AM, "Sebastien Sterling"
> wrote:

looks awesome !!! more modeling stuff creeping in to
the update
On 10 February 2017 at 08:59, Jordi Bares
>
wrote:

Yes, all of that is pretty straightforward
without any maths although the ice looking growth
structures may require some more involvement.
Certainly directing it and making it look like
that will take a lot of work and flair but the
underlying toolset can do that without any calculus.
Jb Sent from my iPhone
On 10 Feb 2017, at 03:41, Ognjen Vukovic
>
wrote:

I mean to keep things flowing.
On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic
>
wrote:

Why not just make rray.de/houdini
 ?
On Thu, Feb 9, 2017 at 11:43 PM, Jonathan
Moore > wrote:

When I think of emTopolizer I always
think of Tim Borgmann's work for
Framestore. Any of the Nissan projects
of 2013 are a strong showcase for
emTopolizer. But this Altima spot is my
pick of the three.
https://vimeo.com/46490225
On 9 February 2017 at 22:28, Jordi Bares


Re: houdini 16

2017-02-22 Thread Felix Geremus
How do you activate the new radial menus?

2017-02-22 15:24 GMT+01:00 Jonathan Moore :

> To major things I hadn't noted are:
>
> - Compiled SOP Blocks: These allow for a chain of compatible SOP nodes to
> be compiles as a block on the fly for parallel execution. The documentation
> makes clear that this is just the start of a larger program of optimising
> SOPs for threading but this looks like it could be a really efficient
> workflow for SOP 'for loops', essential for destruction and such like.
> http://sidefx.com/docs/houdini/model/compile
>
> - Attribute Expression SOP: This is the new replacement for the goto per
> point manipulation SOP of days gone by, the 'Point SOP'. The Point SOP
> allowed you to action essential point attribute manipulations but was
> single threaded. The Attribute Expression SOP is fully multithreaded and is
> an extension of the Wrangle family of nodes.
> http://sidefx.com/docs/houdini/nodes/sop/attribexpression
>
> On 22 February 2017 at 08:38, Rob Wuijster  wrote:
>
>> Terrain generation is going to be a lot of fun :-)
>> And I like all the tweaks for the network view, very useful stuff there.
>>
>> Now I'm off to ruin my Wednesday ;-)
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 21-2-2017 18:04, Ed Schiffer wrote:
>>
>> IT HAS ARRIVED
>>
>> go grab yours!!
>>
>> https://www.sidefx.com/download/
>>
>>
>> On Fri, 10 Feb 2017 at 16:29 Pierre Schiller <
>> activemotionpictu...@gmail.com> wrote:
>>
>>> I'm jumping into HU. But from the looks of it, indie and self teaching
>>> isn't first option. It would seem I'd need to get into HU by partnering
>>> with someone more experienced, as the tabs, sims and other tools need to be
>>> further digged on the interface and -of course- they are all needed. Having
>>> said that, HU has impressed me at new ocean sims and crowd sims with
>>> colliders, along with fur tools. Simply breath taking. Yes, it feels as a
>>> new software instead of an upgrade (and that is staying healthy) on the
>>> industry.
>>> We all know in the end, we miss working with nodes on ICE, and HU offers
>>> anoher cool set of nodes to keep playing with.
>>>
>>> Cheers.
>>>
>>> On Feb 10, 2017 7:38 AM, "Sebastien Sterling" <
>>> sebastien.sterl...@gmail.com> wrote:
>>>
>>> looks awesome !!! more modeling stuff creeping in to the update
>>>
>>> On 10 February 2017 at 08:59, Jordi Bares  wrote:
>>>
>>> Yes, all of that is pretty straightforward without any maths although
>>> the ice looking growth structures may require some more involvement.
>>>
>>> Certainly directing it and making it look like that will take a lot of
>>> work and flair but the underlying toolset can do that without any calculus.
>>>
>>> Jb
>>>
>>> Sent from my iPhone
>>>
>>> On 10 Feb 2017, at 03:41, Ognjen Vukovic  wrote:
>>>
>>> I mean to keep things flowing.
>>>
>>> On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic 
>>> wrote:
>>>
>>> Why not just make rray.de/houdini ?
>>>
>>>
>>> On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore <
>>> jonathan.moo...@gmail.com> wrote:
>>>
>>> When I think of emTopolizer I always think of Tim Borgmann's work for
>>> Framestore. Any of the Nissan projects of 2013 are a strong showcase for
>>> emTopolizer. But this Altima spot is my pick of the three.
>>>
>>> https://vimeo.com/46490225
>>>
>>> On 9 February 2017 at 22:28, Jordi Bares  wrote:
>>>
>>> Could I see some projects to be able to be more accurate? I would hate
>>> to give you the wrong impression of either easiness or difficulty.
>>>
>>> jb
>>>
>>>
>>> On 9 Feb 2017, at 21:16, phil harbath 
>>> wrote:
>>>
>>> thanks for the response,  as far as the emtopolizer question, I guess
>>> what I was asking was can I do that sort of thing without digging into deep
>>> is there something close to the surface that already does that sort of
>>> things or do those nodes already exist.  And mostly I am just talking about
>>> the way emtopolizer is able to control islands of a mesh with a non
>>> simulated particle system.
>>>
>>>
>>> *From:* Jordi Bares
>>> *Sent:* Thursday, February 9, 2017 3:59 PM
>>> *To:* Official Softimage Users Mailing List.https://groups.google.com
>>> /forum/#!forum/xsi_list
>>> *Subject:* Re: houdini 16
>>>
>>> Trying to answer you questions… below
>>>
>>>
>>> On 9 Feb 2017, at 20:48, phil harbath 
>>> wrote:
>>>
>>> sorry, yes, I meant emtopolizer.  I really like using ice to control
>>> each piece (fragment) of a geometry,  I am really hoping whatever I move to
>>> next has that capability, so if anyone knows if there is anything out there
>>> like it for any problem, I would be grateful.
>>>
>>> *From:* Jonathan Moore
>>> *Sent:* Thursday, February 9, 2017 3:43 PM
>>> *To:* Official Softimage Users Mailing List.https://groups.google.com
>>> /forum/#!forum/xsi_list
>>> *Subject:* Re: houdini 16

Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jonathan Moore
I bow to your more accurate description Jordi. ;)

On 22 February 2017 at 18:45, Jordi Bares  wrote:

> I would suggest Houdini is an operating system while Clarisse is a
> filesystem.
>
> Hope it makes sense
> Jb
>
> Sent from my iPhone
>
> On 22 Feb 2017, at 18:40, Jonathan Moore 
> wrote:
>
> Cool. Clarisse is a very good parallel. Houdini is basically a file system
> in much the same manner as Clarisse.
>
> On 22 February 2017 at 18:19, Paulo Cesar Duarte 
> wrote:
>
>> Apologies Paulo, my response was a tad tetchy.
>>
>>
>> No problem Jonathan.
>> The explanation of Florian, comparing Nuke with Houdini makes a lot of
>> sense for me now, so Houdini doesn't really import a geometry, just reads
>> from the file, I also work with Clarisse, is the same concept when working
>> with geometry and caches.
>>
>> 2017-02-22 14:18 GMT-03:00 Jonathan Moore :
>>
>>> Don't worry, I'm not giving up Houdini because it doesn't have a freeze
 modeling button :-)

>>>
>>> Apologies Paulo, my response was a tad tetchy.
>>>
>>> I see a lot of people give up on Houdini simply because it's so
>>> different to working in any other DCC. It's very similar to the reaction
>>> some artists have with ZBrush. Because it's so alien they give up and use
>>> Mudbox instead simply because it feels more familiar.
>>>
>>> I suppose what I was attempting to say was that it helps to try
>>> understand why Houdini's designed the way it is, as that knowledge can calm
>>> any initial disorientation. The combination of the new network editor,
>>> radial menus and a boolean system that simply works without fear of nasty
>>> surfacing makes H16 easier than ever to adapt to. But at it's core the it's
>>> still the same Houdini.
>>>
>>> On 22 February 2017 at 16:47, Jonathan Moore 
>>> wrote:
>>>
 I think Matt Estela summed up Houdini most succinctly for me. He said
 'loosely' at a fundamental level everything in Houdini comes down to the
 manipulation of attributes on points. It's all about wrangling the data.

 I'm sure most people on this list know his site but for those that
 don't http://www.tokeru.com/cgwiki/index.php?title=HoudiniGe
 ttingStarted is a fantastic resourse for those making the transistion
 over to Houdini from another DCC such as Maya. It reads almost as a diary
 of Matt's conversion to the Houdini way of things. :)

 On 22 February 2017 at 16:27, Jordi Bares  wrote:

>
> On 22 Feb 2017, at 16:17, Jordi Bares  wrote:
>
>
> If so then is the only way to recreate the Softimage freeze is to
> export then import the geo?
>
>
> It is more efficient… imagine you save to disk a result of a long
> process that is 1Gb… and you have 100 versions of the scene.
>
> If you save to disk you use 1Gb on disk…
> If you lock you save 100 times 1Gb on disk…
>
>
> I meant you USE 100Gb.. load times skyrocket, traffic through the
> network increases massively as you save your scene again and again and
> again, potential asset version conflicts arise (where is the latest
> geometry of that character? Question)
>
> Nevertheless you wil have to be a lot more tidy putting things on
> disk, that is for sure..
>
>
> :-)
>
>
> jb
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>


>>>
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
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>>
>> --
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Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jordi Bares
I would suggest Houdini is an operating system while Clarisse is a filesystem.

Hope it makes sense
Jb

Sent from my iPhone

> On 22 Feb 2017, at 18:40, Jonathan Moore  wrote:
> 
> Cool. Clarisse is a very good parallel. Houdini is basically a file system in 
> much the same manner as Clarisse.
> 
> On 22 February 2017 at 18:19, Paulo Cesar Duarte  
> wrote:
>>> Apologies Paulo, my response was a tad tetchy. 
>> 
>> 
>> No problem Jonathan.
>> The explanation of Florian, comparing Nuke with Houdini makes a lot of sense 
>> for me now, so Houdini doesn't really import a geometry, just reads from the 
>> file, I also work with Clarisse, is the same concept when working with 
>> geometry and caches.
>> 
>> 2017-02-22 14:18 GMT-03:00 Jonathan Moore :
 Don't worry, I'm not giving up Houdini because it doesn't have a freeze 
 modeling button :-)
>>> 
>>> Apologies Paulo, my response was a tad tetchy. 
>>> 
>>> I see a lot of people give up on Houdini simply because it's so different 
>>> to working in any other DCC. It's very similar to the reaction some artists 
>>> have with ZBrush. Because it's so alien they give up and use Mudbox instead 
>>> simply because it feels more familiar.
>>> 
>>> I suppose what I was attempting to say was that it helps to try understand 
>>> why Houdini's designed the way it is, as that knowledge can calm any 
>>> initial disorientation. The combination of the new network editor, radial 
>>> menus and a boolean system that simply works without fear of nasty 
>>> surfacing makes H16 easier than ever to adapt to. But at it's core the it's 
>>> still the same Houdini.
>>> 
 On 22 February 2017 at 16:47, Jonathan Moore  
 wrote:
 I think Matt Estela summed up Houdini most succinctly for me. He said 
 'loosely' at a fundamental level everything in Houdini comes down to the 
 manipulation of attributes on points. It's all about wrangling the data.
 
 I'm sure most people on this list know his site but for those that don't 
 http://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted is a 
 fantastic resourse for those making the transistion over to Houdini from 
 another DCC such as Maya. It reads almost as a diary of Matt's conversion 
 to the Houdini way of things. :)
 
> On 22 February 2017 at 16:27, Jordi Bares  wrote:
> 
>>> On 22 Feb 2017, at 16:17, Jordi Bares  wrote:
>>> 
>>> 
>>> If so then is the only way to recreate the Softimage freeze is to 
>>> export then import the geo? 
>> 
>> It is more efficient… imagine you save to disk a result of a long 
>> process that is 1Gb… and you have 100 versions of the scene.
>> 
>> If you save to disk you use 1Gb on disk…
>> If you lock you save 100 times 1Gb on disk…
> 
> I meant you USE 100Gb.. load times skyrocket, traffic through the network 
> increases massively as you save your scene again and again and again, 
> potential asset version conflicts arise (where is the latest geometry of 
> that character? Question)
> 
> Nevertheless you wil have to be a lot more tidy putting things on disk, 
> that is for sure..
> 
>> 
>> :-)
> 
> jb
> 
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
> with "unsubscribe" in the subject, and reply to confirm.
 
>>> 
>>> 
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>>> "unsubscribe" in the subject, and reply to confirm.
>> 
>> 
>> 
>> -- 
>> paulo-duarte.com
>> 
>> --
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>> "unsubscribe" in the subject, and reply to confirm.
> 
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Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jonathan Moore
Cool. Clarisse is a very good parallel. Houdini is basically a file system
in much the same manner as Clarisse.

On 22 February 2017 at 18:19, Paulo Cesar Duarte 
wrote:

> Apologies Paulo, my response was a tad tetchy.
>
>
> No problem Jonathan.
> The explanation of Florian, comparing Nuke with Houdini makes a lot of
> sense for me now, so Houdini doesn't really import a geometry, just reads
> from the file, I also work with Clarisse, is the same concept when working
> with geometry and caches.
>
> 2017-02-22 14:18 GMT-03:00 Jonathan Moore :
>
>> Don't worry, I'm not giving up Houdini because it doesn't have a freeze
>>> modeling button :-)
>>>
>>
>> Apologies Paulo, my response was a tad tetchy.
>>
>> I see a lot of people give up on Houdini simply because it's so different
>> to working in any other DCC. It's very similar to the reaction some artists
>> have with ZBrush. Because it's so alien they give up and use Mudbox instead
>> simply because it feels more familiar.
>>
>> I suppose what I was attempting to say was that it helps to try
>> understand why Houdini's designed the way it is, as that knowledge can calm
>> any initial disorientation. The combination of the new network editor,
>> radial menus and a boolean system that simply works without fear of nasty
>> surfacing makes H16 easier than ever to adapt to. But at it's core the it's
>> still the same Houdini.
>>
>> On 22 February 2017 at 16:47, Jonathan Moore 
>> wrote:
>>
>>> I think Matt Estela summed up Houdini most succinctly for me. He said
>>> 'loosely' at a fundamental level everything in Houdini comes down to the
>>> manipulation of attributes on points. It's all about wrangling the data.
>>>
>>> I'm sure most people on this list know his site but for those that don't
>>> http://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted is a
>>> fantastic resourse for those making the transistion over to Houdini from
>>> another DCC such as Maya. It reads almost as a diary of Matt's conversion
>>> to the Houdini way of things. :)
>>>
>>> On 22 February 2017 at 16:27, Jordi Bares  wrote:
>>>

 On 22 Feb 2017, at 16:17, Jordi Bares  wrote:


 If so then is the only way to recreate the Softimage freeze is to
 export then import the geo?


 It is more efficient… imagine you save to disk a result of a long
 process that is 1Gb… and you have 100 versions of the scene.

 If you save to disk you use 1Gb on disk…
 If you lock you save 100 times 1Gb on disk…


 I meant you USE 100Gb.. load times skyrocket, traffic through the
 network increases massively as you save your scene again and again and
 again, potential asset version conflicts arise (where is the latest
 geometry of that character? Question)

 Nevertheless you wil have to be a lot more tidy putting things on disk,
 that is for sure..


 :-)


 jb

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>
>> --
>> Softimage Mailing List.
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
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>
> --
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Paulo Cesar Duarte
>
> Apologies Paulo, my response was a tad tetchy.


No problem Jonathan.
The explanation of Florian, comparing Nuke with Houdini makes a lot of
sense for me now, so Houdini doesn't really import a geometry, just reads
from the file, I also work with Clarisse, is the same concept when working
with geometry and caches.

2017-02-22 14:18 GMT-03:00 Jonathan Moore :

> Don't worry, I'm not giving up Houdini because it doesn't have a freeze
>> modeling button :-)
>>
>
> Apologies Paulo, my response was a tad tetchy.
>
> I see a lot of people give up on Houdini simply because it's so different
> to working in any other DCC. It's very similar to the reaction some artists
> have with ZBrush. Because it's so alien they give up and use Mudbox instead
> simply because it feels more familiar.
>
> I suppose what I was attempting to say was that it helps to try understand
> why Houdini's designed the way it is, as that knowledge can calm any
> initial disorientation. The combination of the new network editor, radial
> menus and a boolean system that simply works without fear of nasty
> surfacing makes H16 easier than ever to adapt to. But at it's core the it's
> still the same Houdini.
>
> On 22 February 2017 at 16:47, Jonathan Moore 
> wrote:
>
>> I think Matt Estela summed up Houdini most succinctly for me. He said
>> 'loosely' at a fundamental level everything in Houdini comes down to the
>> manipulation of attributes on points. It's all about wrangling the data.
>>
>> I'm sure most people on this list know his site but for those that don't
>> http://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted is a
>> fantastic resourse for those making the transistion over to Houdini from
>> another DCC such as Maya. It reads almost as a diary of Matt's conversion
>> to the Houdini way of things. :)
>>
>> On 22 February 2017 at 16:27, Jordi Bares  wrote:
>>
>>>
>>> On 22 Feb 2017, at 16:17, Jordi Bares  wrote:
>>>
>>>
>>> If so then is the only way to recreate the Softimage freeze is to export
>>> then import the geo?
>>>
>>>
>>> It is more efficient… imagine you save to disk a result of a long
>>> process that is 1Gb… and you have 100 versions of the scene.
>>>
>>> If you save to disk you use 1Gb on disk…
>>> If you lock you save 100 times 1Gb on disk…
>>>
>>>
>>> I meant you USE 100Gb.. load times skyrocket, traffic through the
>>> network increases massively as you save your scene again and again and
>>> again, potential asset version conflicts arise (where is the latest
>>> geometry of that character? Question)
>>>
>>> Nevertheless you wil have to be a lot more tidy putting things on disk,
>>> that is for sure..
>>>
>>>
>>> :-)
>>>
>>>
>>> jb
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>
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> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>



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Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jonathan Moore
>
> Don't worry, I'm not giving up Houdini because it doesn't have a freeze
> modeling button :-)
>

Apologies Paulo, my response was a tad tetchy.

I see a lot of people give up on Houdini simply because it's so different
to working in any other DCC. It's very similar to the reaction some artists
have with ZBrush. Because it's so alien they give up and use Mudbox instead
simply because it feels more familiar.

I suppose what I was attempting to say was that it helps to try understand
why Houdini's designed the way it is, as that knowledge can calm any
initial disorientation. The combination of the new network editor, radial
menus and a boolean system that simply works without fear of nasty
surfacing makes H16 easier than ever to adapt to. But at it's core the it's
still the same Houdini.

On 22 February 2017 at 16:47, Jonathan Moore 
wrote:

> I think Matt Estela summed up Houdini most succinctly for me. He said
> 'loosely' at a fundamental level everything in Houdini comes down to the
> manipulation of attributes on points. It's all about wrangling the data.
>
> I'm sure most people on this list know his site but for those that don't
> http://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted is a
> fantastic resourse for those making the transistion over to Houdini from
> another DCC such as Maya. It reads almost as a diary of Matt's conversion
> to the Houdini way of things. :)
>
> On 22 February 2017 at 16:27, Jordi Bares  wrote:
>
>>
>> On 22 Feb 2017, at 16:17, Jordi Bares  wrote:
>>
>>
>> If so then is the only way to recreate the Softimage freeze is to export
>> then import the geo?
>>
>>
>> It is more efficient… imagine you save to disk a result of a long process
>> that is 1Gb… and you have 100 versions of the scene.
>>
>> If you save to disk you use 1Gb on disk…
>> If you lock you save 100 times 1Gb on disk…
>>
>>
>> I meant you USE 100Gb.. load times skyrocket, traffic through the network
>> increases massively as you save your scene again and again and again,
>> potential asset version conflicts arise (where is the latest geometry of
>> that character? Question)
>>
>> Nevertheless you wil have to be a lot more tidy putting things on disk,
>> that is for sure..
>>
>>
>> :-)
>>
>>
>> jb
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jonathan Moore
I think Matt Estela summed up Houdini most succinctly for me. He said
'loosely' at a fundamental level everything in Houdini comes down to the
manipulation of attributes on points. It's all about wrangling the data.

I'm sure most people on this list know his site but for those that don't
http://www.tokeru.com/cgwiki/index.php?title=HoudiniGettingStarted is a
fantastic resourse for those making the transistion over to Houdini from
another DCC such as Maya. It reads almost as a diary of Matt's conversion
to the Houdini way of things. :)

On 22 February 2017 at 16:27, Jordi Bares  wrote:

>
> On 22 Feb 2017, at 16:17, Jordi Bares  wrote:
>
>
> If so then is the only way to recreate the Softimage freeze is to export
> then import the geo?
>
>
> It is more efficient… imagine you save to disk a result of a long process
> that is 1Gb… and you have 100 versions of the scene.
>
> If you save to disk you use 1Gb on disk…
> If you lock you save 100 times 1Gb on disk…
>
>
> I meant you USE 100Gb.. load times skyrocket, traffic through the network
> increases massively as you save your scene again and again and again,
> potential asset version conflicts arise (where is the latest geometry of
> that character? Question)
>
> Nevertheless you wil have to be a lot more tidy putting things on disk,
> that is for sure..
>
>
> :-)
>
>
> jb
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jordi Bares

> On 22 Feb 2017, at 16:17, Jordi Bares  wrote:
> 
>> 
>> If so then is the only way to recreate the Softimage freeze is to export 
>> then import the geo? 
> 
> It is more efficient… imagine you save to disk a result of a long process 
> that is 1Gb… and you have 100 versions of the scene.
> 
> If you save to disk you use 1Gb on disk…
> If you lock you save 100 times 1Gb on disk…

I meant you USE 100Gb.. load times skyrocket, traffic through the network 
increases massively as you save your scene again and again and again, potential 
asset version conflicts arise (where is the latest geometry of that character? 
Question)

Nevertheless you wil have to be a lot more tidy putting things on disk, that is 
for sure..

> 
> :-)

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Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Florian Breg
Working in Houdini is more similar to working in Nuke than working in
SI/Maya/etc if you ask me.

With Houdini you have data (e.g. bgeo, abc) that is stored externally and
the "scenes" more or less only contain the rules to modify this external
data.

Traditional 3D apps store data (e.g. polymeshes) and the rules (e.g.
operators) in the scene if you don't use referenced models. That's why you
can easily freeze stuff and why it makes sense to do so.

When you work in Nuke you also can't freeze your sequence. You either use a
cache node or render out a file sequence to disk. It is the same way in
houdini.

One of Jordi's PDFs explained it in a more elegant and complete way if I
remember correctly. Maybe you give them a try.

Have fun learning Houdini. It is worth it.

Cheers,
Flo



Am 22.02.2017 16:44 schrieb "Paulo Cesar Duarte" :

Yes, I perfectly understand the procedural approach, but over the last
years Houdini is getting better and better in interface and modeling tools,
they are trying to make a complete 3d tool set in all areas, so the idea is
use Houdini for all tasks, not only import things from Maya and make
simulations, lets say that I want modeling a complete character or vehicle
inside Houdini, I would end up with a hundred of SOP nodes.
Houdini is an amazing software, I just don't understand why I can't
collapse nodes, I think every DCC can do that, simplify things when
necessary.

For now I'm going to lock the node and delete the network upstream when
necessary, thanks for the tip.

2017-02-22 7:00 GMT-03:00 Jordi Bares :

> You don’t really want to, it is one of those things that will challenge
> you at first and the you will see how much better is this appraoch.
>
> Regardless of my opinion, if you want to collapse in the sense of
> Softimage, lock the node and delete the network upstream.. that is
> effectively the same.
>
> jb
>
>
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Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Paulo Cesar Duarte
>
> But hey, maybe Houdini isn't for you., that's cool too, that are plenty of
> other options out there.


Don't worry, I'm not giving up Houdini because it doesn't have a freeze
modeling button :-)

2017-02-22 13:18 GMT-03:00 Tim Bolland :

> Thanks Dan, in that case I'll try that out. I'm not talking so much about
> using this on procedural systems, rather models and geometry that I'm happy
> with and have no need to edit again.
>
>
> Cheers,
>
>
> Tim
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Dan Yargici <
> danyarg...@gmail.com>
> *Sent:* 22 February 2017 16:09
>
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: Soft to Houdini custom shelf / scripts.
>
> Hey Tim,
>
> No, you could just stick a null at the end, lock it and delete everything
> that lead up to it.  You'd still have the geo 'frozen' in your scene.
>
> I think it's a psychological thing really.  I still find myself feeling
> the way you describe, and it does feel kind of wrong, but you have the
> exact same outcome...  Only now you have more choice in that you can have
> your speed gains but still unlock and tweak if you wanted, or just throw it
> all away.
>
> DAN
>
>
> On Wed, Feb 22, 2017 at 4:00 PM, Tim Bolland 
> wrote:
>
>> I'm going to echo that sentiment, if I'm just building a mesh or
>> character like I would in say Softimage by pulling points and editing
>> topology. At some point I don't want these edits to be live and I would
>> freeze it down to the raw point data. Much faster to work with and there's
>> no messy construction history. Heck I sometimes even freeze ICE clouds if I
>> really just need point positions. I realise that you can lock in Houdini,
>> but does this just cache the whole tree above with all it's inputs still
>> theoretically available? If so then is the only way to recreate the
>> Softimage freeze is to export then import the geo? Surely they can add
>> functionality for this without having to write a script.
>>
>>
>> Tim
>>
>>
>> --
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Paulo Cesar Duarte
>> 
>> *Sent:* 22 February 2017 15:44
>> *To:* Official Softimage Users Mailing List.
>> https://groups.google.com/forum/#!forum/xsi_list
>> *Subject:* Re: Soft to Houdini custom shelf / scripts.
>>
>> Yes, I perfectly understand the procedural approach, but over the last
>> years Houdini is getting better and better in interface and modeling tools,
>> they are trying to make a complete 3d tool set in all areas, so the idea is
>> use Houdini for all tasks, not only import things from Maya and make
>> simulations, lets say that I want modeling a complete character or vehicle
>> inside Houdini, I would end up with a hundred of SOP nodes.
>> Houdini is an amazing software, I just don't understand why I can't
>> collapse nodes, I think every DCC can do that, simplify things when
>> necessary.
>>
>> For now I'm going to lock the node and delete the network upstream when
>> necessary, thanks for the tip.
>>
>> 2017-02-22 7:00 GMT-03:00 Jordi Bares :
>>
>>> You don’t really want to, it is one of those things that will challenge
>>> you at first and the you will see how much better is this appraoch.
>>>
>>> Regardless of my opinion, if you want to collapse in the sense of
>>> Softimage, lock the node and delete the network upstream.. that is
>>> effectively the same.
>>>
>>> jb
>>>
>>> On 20 Feb 2017, at 21:44, Paulo Cesar Duarte 
>>> wrote:
>>>
>>> Hi Olivier and Andy, nice tip.
>>> So there is no other way to just collapse everything? I find it's a
>>> little strange that I can't do a true modeling collapse, the better way I
>>> find is export .obj and import again.
>>>
>>>
>>>
>>> 2017-02-20 18:36 GMT-03:00 Andy Goehler :
>>>
 Be advised, this will increase your file size. A lock on a node is
 essentially caching at that node.
 If you must, I’d advised to collapse to subnets.

 Andy


 On Feb 20, 2017, at 10:30 PM, Olivier Jeannel 
 wrote:

 Ctrl click on the red (left side of the node (not the yellow) ) This
 will lock the node like a "freeze". Everything above is computed and
 "locked".

 2017-02-20 22:19 GMT+01:00 Paulo Cesar Duarte :

> Hey Pierre and Ed...
> I'm starting with Houdini too, just studying SOP for now.
> There is a simple way to freeze modeling like XSI? Without the need of
> caching geometry, just freezing or collapse?
>
> Cheers.
>
> 2017-02-10 19:48 GMT-02:00 Jordi Bares :
>
>> A few thoughts of mine.. hope you don’t 

Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Tim Bolland
Thanks Dan, in that case I'll try that out. I'm not talking so much about using 
this on procedural systems, rather models and geometry that I'm happy with and 
have no need to edit again.


Cheers,


Tim



From: softimage-boun...@listproc.autodesk.com 
 on behalf of Dan Yargici 

Sent: 22 February 2017 16:09
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Soft to Houdini custom shelf / scripts.

Hey Tim,

No, you could just stick a null at the end, lock it and delete everything that 
lead up to it.  You'd still have the geo 'frozen' in your scene.

I think it's a psychological thing really.  I still find myself feeling the way 
you describe, and it does feel kind of wrong, but you have the exact same 
outcome...  Only now you have more choice in that you can have your speed gains 
but still unlock and tweak if you wanted, or just throw it all away.

DAN


On Wed, Feb 22, 2017 at 4:00 PM, Tim Bolland 
> wrote:

I'm going to echo that sentiment, if I'm just building a mesh or character like 
I would in say Softimage by pulling points and editing topology. At some point 
I don't want these edits to be live and I would freeze it down to the raw point 
data. Much faster to work with and there's no messy construction history. Heck 
I sometimes even freeze ICE clouds if I really just need point positions. I 
realise that you can lock in Houdini, but does this just cache the whole tree 
above with all it's inputs still theoretically available? If so then is the 
only way to recreate the Softimage freeze is to export then import the geo? 
Surely they can add functionality for this without having to write a script.


Tim



From: 
softimage-boun...@listproc.autodesk.com
 
>
 on behalf of Paulo Cesar Duarte 
>
Sent: 22 February 2017 15:44
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Soft to Houdini custom shelf / scripts.

Yes, I perfectly understand the procedural approach, but over the last years 
Houdini is getting better and better in interface and modeling tools, they are 
trying to make a complete 3d tool set in all areas, so the idea is use Houdini 
for all tasks, not only import things from Maya and make simulations, lets say 
that I want modeling a complete character or vehicle inside Houdini, I would 
end up with a hundred of SOP nodes.
Houdini is an amazing software, I just don't understand why I can't collapse 
nodes, I think every DCC can do that, simplify things when necessary.

For now I'm going to lock the node and delete the network upstream when 
necessary, thanks for the tip.

2017-02-22 7:00 GMT-03:00 Jordi Bares 
>:
You don’t really want to, it is one of those things that will challenge you at 
first and the you will see how much better is this appraoch.

Regardless of my opinion, if you want to collapse in the sense of Softimage, 
lock the node and delete the network upstream.. that is effectively the same.

jb

On 20 Feb 2017, at 21:44, Paulo Cesar Duarte 
> wrote:

Hi Olivier and Andy, nice tip.
So there is no other way to just collapse everything? I find it's a little 
strange that I can't do a true modeling collapse, the better way I find is 
export .obj and import again.



2017-02-20 18:36 GMT-03:00 Andy Goehler 
>:
Be advised, this will increase your file size. A lock on a node is essentially 
caching at that node.
If you must, I’d advised to collapse to subnets.

Andy


On Feb 20, 2017, at 10:30 PM, Olivier Jeannel 
> wrote:

Ctrl click on the red (left side of the node (not the yellow) ) This will lock 
the node like a "freeze". Everything above is computed and "locked".

2017-02-20 22:19 GMT+01:00 Paulo Cesar Duarte 
>:
Hey Pierre and Ed...
I'm starting with Houdini too, just studying SOP for now.
There is a simple way to freeze modeling like XSI? Without the need of caching 
geometry, just freezing or collapse?

Cheers.

2017-02-10 19:48 GMT-02:00 Jordi Bares 
>:
A few thoughts of mine.. hope you don’t mind poking at those suggestions…

On 3 Feb 2017, at 20:11, Ed Schiffer 
> wrote:
hi Tim
I am just starting in Houdini as well and would be interested in a XSI Shelf 
tools.

Good idea

for these particular issues you 

Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jordi Bares

> On 22 Feb 2017, at 16:00, Tim Bolland  wrote:
> 
> I'm going to echo that sentiment, if I'm just building a mesh or character 
> like I would in say Softimage by pulling points and editing topology. At some 
> point I don't want these edits to be live and I would freeze it down to the 
> raw point data. Much faster to work

You just described the normal issue, having things live is slower… freezing is 
there to keep inside the scene that data in static form… exactly like locking 
the asset or saving to disk. The later has the benefit that your scene will e 
super fast to load/transfer… hello cloud rendering!!

> with and there's no messy construction history.

Nothing stops you from put it in a safe place so you don’t see it or delete it 
if you want although soon enough you will realise it is better to just live it 
there.

> Heck I sometimes even freeze ICE clouds if I really just need point positions.

Same thing.

> I realise that you can lock in Houdini, but does this just cache the whole 
> tree above with all it's inputs still theoretically available? 

No, just the result of the “cook”, so it is just the end result of the network 
up to that point.

> If so then is the only way to recreate the Softimage freeze is to export then 
> import the geo?

It is more efficient… imagine you save to disk a result of a long process that 
is 1Gb… and you have 100 versions of the scene.

If you save to disk you use 1Gb on disk…
If you lock you save 100 times 1Gb on disk…

:-)

> Surely they can add functionality for this without having to write a script. 

The point is that you won’t want to freeze like you do in soft, it really does 
not make sense in Houdini world.

I hope it helps
jb

> 
> Tim
> 
> 
> From: softimage-boun...@listproc.autodesk.com 
>  
>  > on behalf of Paulo Cesar 
> Duarte >
> Sent: 22 February 2017 15:44
> To: Official Softimage Users Mailing List. 
> https://groups.google.com/forum/#!forum/xsi_list 
> 
> Subject: Re: Soft to Houdini custom shelf / scripts.
>  
> Yes, I perfectly understand the procedural approach, but over the last years 
> Houdini is getting better and better in interface and modeling tools, they 
> are trying to make a complete 3d tool set in all areas, so the idea is use 
> Houdini for all tasks, not only import things from Maya and make simulations, 
> lets say that I want modeling a complete character or vehicle inside Houdini, 
> I would end up with a hundred of SOP nodes. 
> Houdini is an amazing software, I just don't understand why I can't collapse 
> nodes, I think every DCC can do that, simplify things when necessary.
> 
> For now I'm going to lock the node and delete the network upstream when 
> necessary, thanks for the tip. 
> 
> 2017-02-22 7:00 GMT-03:00 Jordi Bares  >:
> You don’t really want to, it is one of those things that will challenge you 
> at first and the you will see how much better is this appraoch.
> 
> Regardless of my opinion, if you want to collapse in the sense of Softimage, 
> lock the node and delete the network upstream.. that is effectively the same.
> 
> jb
> 
>> On 20 Feb 2017, at 21:44, Paulo Cesar Duarte > > wrote:
>> 
>> Hi Olivier and Andy, nice tip.
>> So there is no other way to just collapse everything? I find it's a little 
>> strange that I can't do a true modeling collapse, the better way I find is 
>> export .obj and import again.
>> 
>> 
>> 
>> 2017-02-20 18:36 GMT-03:00 Andy Goehler > >:
>> Be advised, this will increase your file size. A lock on a node is 
>> essentially caching at that node.
>> If you must, I’d advised to collapse to subnets.
>> 
>> Andy
>> 
>> 
>>> On Feb 20, 2017, at 10:30 PM, Olivier Jeannel >> > wrote:
>>> 
>>> Ctrl click on the red (left side of the node (not the yellow) ) This will 
>>> lock the node like a "freeze". Everything above is computed and "locked".
>>> 
>>> 2017-02-20 22:19 GMT+01:00 Paulo Cesar Duarte >> >:
>>> Hey Pierre and Ed... 
>>> I'm starting with Houdini too, just studying SOP for now.
>>> There is a simple way to freeze modeling like XSI? Without the need of 
>>> caching geometry, just freezing or collapse?
>>> 
>>> Cheers.
>>> 
>>> 2017-02-10 19:48 GMT-02:00 Jordi Bares >> >:
>>> A few thoughts of mine.. hope you don’t mind poking at those suggestions…
>>> 
 On 3 Feb 2017, at 20:11, Ed Schiffer > wrote:

Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jonathan Moore
>
> Houdini is an amazing software, I just don't understand why I can't
> collapse nodes, I think every DCC can do that, simplify things when
> necessary.


I understand exactly what you're asking but I think it goes against a
fundamental principle of the Houdini UX design. It's built to be fully
fully procedural and has long shaken of the reputation of only being the
thing you turn to for destruction and suchlike. The are a multitude of ways
to freeze and collapse your trees for a simplified view. It just doesn't
mirror the Maya/Max/XSI way of doing things.

Try to adapt to the Houdini design premise rather than attempting to force
it to be like Maya/Max/XSI, your journey will be far smoother.

But hey, maybe Houdini isn't for you., that's cool too, that are plenty of
other options out there.

On 22 February 2017 at 15:44, Paulo Cesar Duarte 
wrote:

> Yes, I perfectly understand the procedural approach, but over the last
> years Houdini is getting better and better in interface and modeling tools,
> they are trying to make a complete 3d tool set in all areas, so the idea is
> use Houdini for all tasks, not only import things from Maya and make
> simulations, lets say that I want modeling a complete character or vehicle
> inside Houdini, I would end up with a hundred of SOP nodes.
> Houdini is an amazing software, I just don't understand why I can't
> collapse nodes, I think every DCC can do that, simplify things when
> necessary.
>
> For now I'm going to lock the node and delete the network upstream when
> necessary, thanks for the tip.
>
> 2017-02-22 7:00 GMT-03:00 Jordi Bares :
>
>> You don’t really want to, it is one of those things that will challenge
>> you at first and the you will see how much better is this appraoch.
>>
>> Regardless of my opinion, if you want to collapse in the sense of
>> Softimage, lock the node and delete the network upstream.. that is
>> effectively the same.
>>
>> jb
>>
>> On 20 Feb 2017, at 21:44, Paulo Cesar Duarte 
>> wrote:
>>
>> Hi Olivier and Andy, nice tip.
>> So there is no other way to just collapse everything? I find it's a
>> little strange that I can't do a true modeling collapse, the better way I
>> find is export .obj and import again.
>>
>>
>>
>> 2017-02-20 18:36 GMT-03:00 Andy Goehler :
>>
>>> Be advised, this will increase your file size. A lock on a node is
>>> essentially caching at that node.
>>> If you must, I’d advised to collapse to subnets.
>>>
>>> Andy
>>>
>>>
>>> On Feb 20, 2017, at 10:30 PM, Olivier Jeannel 
>>> wrote:
>>>
>>> Ctrl click on the red (left side of the node (not the yellow) ) This
>>> will lock the node like a "freeze". Everything above is computed and
>>> "locked".
>>>
>>> 2017-02-20 22:19 GMT+01:00 Paulo Cesar Duarte :
>>>
 Hey Pierre and Ed...
 I'm starting with Houdini too, just studying SOP for now.
 There is a simple way to freeze modeling like XSI? Without the need of
 caching geometry, just freezing or collapse?

 Cheers.

 2017-02-10 19:48 GMT-02:00 Jordi Bares :

> A few thoughts of mine.. hope you don’t mind poking at those
> suggestions…
>
> On 3 Feb 2017, at 20:11, Ed Schiffer  wrote:
> hi Tim
> I am just starting in Houdini as well and would be interested in a XSI
> Shelf tools.
>
>
> Good idea
>
> for these particular issues you mentioned, you could match the
> Translate, Rotate, Scale and or Pivot using the icons on the right of 
> these
> parameters. very useful!
>
>
> You have matching of transformations but may be I could put together a
> few Softimage friendly ones too…
>
> and on the Modify shelft tab you have the Center Pivot button as well.
>
>
> You may not want that, I rather suggest you install qLib and you will
> have a bunch of presets installed on normal translation nodes that allow
> you to do the centroid quickly, also placing in the center of the world, 
> on
> the floor, etc...
>
> also, under the Pre-Transform dropdown at the top of the Transforms
> tab, you have Clean Transforms/Translate/Rotate/Scale with for my
> understanding are basic as the Freeze in XSI. when you Extract these you
> get your global transforms and when you Reset them you'd be setting the
> Pre-Transforms back to zero…
>
>
> The pretransforms are like XSI neutral pose
>
> Regarding Freeze… that is one of the things you may not want to
> inherit in Houdini. Although at first made sense to me once I got a bit
> more under the bonnet it was obvious that you can do it without having to
> rely on freezing. Either by saving to disk, storing the resulting network
> on the scene or other means.
>
>
> hope that makes sense, I 

Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Dan Yargici
Hey Tim,

No, you could just stick a null at the end, lock it and delete everything
that lead up to it.  You'd still have the geo 'frozen' in your scene.

I think it's a psychological thing really.  I still find myself feeling the
way you describe, and it does feel kind of wrong, but you have the exact
same outcome...  Only now you have more choice in that you can have your
speed gains but still unlock and tweak if you wanted, or just throw it all
away.

DAN


On Wed, Feb 22, 2017 at 4:00 PM, Tim Bolland 
wrote:

> I'm going to echo that sentiment, if I'm just building a mesh or character
> like I would in say Softimage by pulling points and editing topology. At
> some point I don't want these edits to be live and I would freeze it down
> to the raw point data. Much faster to work with and there's no messy
> construction history. Heck I sometimes even freeze ICE clouds if I really
> just need point positions. I realise that you can lock in Houdini, but does
> this just cache the whole tree above with all it's inputs still
> theoretically available? If so then is the only way to recreate the
> Softimage freeze is to export then import the geo? Surely they can add
> functionality for this without having to write a script.
>
>
> Tim
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Paulo Cesar Duarte <
> paulocdua...@gmail.com>
> *Sent:* 22 February 2017 15:44
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: Soft to Houdini custom shelf / scripts.
>
> Yes, I perfectly understand the procedural approach, but over the last
> years Houdini is getting better and better in interface and modeling tools,
> they are trying to make a complete 3d tool set in all areas, so the idea is
> use Houdini for all tasks, not only import things from Maya and make
> simulations, lets say that I want modeling a complete character or vehicle
> inside Houdini, I would end up with a hundred of SOP nodes.
> Houdini is an amazing software, I just don't understand why I can't
> collapse nodes, I think every DCC can do that, simplify things when
> necessary.
>
> For now I'm going to lock the node and delete the network upstream when
> necessary, thanks for the tip.
>
> 2017-02-22 7:00 GMT-03:00 Jordi Bares :
>
>> You don’t really want to, it is one of those things that will challenge
>> you at first and the you will see how much better is this appraoch.
>>
>> Regardless of my opinion, if you want to collapse in the sense of
>> Softimage, lock the node and delete the network upstream.. that is
>> effectively the same.
>>
>> jb
>>
>> On 20 Feb 2017, at 21:44, Paulo Cesar Duarte 
>> wrote:
>>
>> Hi Olivier and Andy, nice tip.
>> So there is no other way to just collapse everything? I find it's a
>> little strange that I can't do a true modeling collapse, the better way I
>> find is export .obj and import again.
>>
>>
>>
>> 2017-02-20 18:36 GMT-03:00 Andy Goehler :
>>
>>> Be advised, this will increase your file size. A lock on a node is
>>> essentially caching at that node.
>>> If you must, I’d advised to collapse to subnets.
>>>
>>> Andy
>>>
>>>
>>> On Feb 20, 2017, at 10:30 PM, Olivier Jeannel 
>>> wrote:
>>>
>>> Ctrl click on the red (left side of the node (not the yellow) ) This
>>> will lock the node like a "freeze". Everything above is computed and
>>> "locked".
>>>
>>> 2017-02-20 22:19 GMT+01:00 Paulo Cesar Duarte :
>>>
 Hey Pierre and Ed...
 I'm starting with Houdini too, just studying SOP for now.
 There is a simple way to freeze modeling like XSI? Without the need of
 caching geometry, just freezing or collapse?

 Cheers.

 2017-02-10 19:48 GMT-02:00 Jordi Bares :

> A few thoughts of mine.. hope you don’t mind poking at those
> suggestions…
>
> On 3 Feb 2017, at 20:11, Ed Schiffer  wrote:
> hi Tim
> I am just starting in Houdini as well and would be interested in a XSI
> Shelf tools.
>
>
> Good idea
>
> for these particular issues you mentioned, you could match the
> Translate, Rotate, Scale and or Pivot using the icons on the right of 
> these
> parameters. very useful!
>
>
> You have matching of transformations but may be I could put together a
> few Softimage friendly ones too…
>
> and on the Modify shelft tab you have the Center Pivot button as well.
>
>
> You may not want that, I rather suggest you install qLib and you will
> have a bunch of presets installed on normal translation nodes that allow
> you to do the centroid quickly, also placing in the center of the world, 
> on
> the floor, etc...
>
> also, under the 

Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Tim Bolland
I'm going to echo that sentiment, if I'm just building a mesh or character like 
I would in say Softimage by pulling points and editing topology. At some point 
I don't want these edits to be live and I would freeze it down to the raw point 
data. Much faster to work with and there's no messy construction history. Heck 
I sometimes even freeze ICE clouds if I really just need point positions. I 
realise that you can lock in Houdini, but does this just cache the whole tree 
above with all it's inputs still theoretically available? If so then is the 
only way to recreate the Softimage freeze is to export then import the geo? 
Surely they can add functionality for this without having to write a script.


Tim



From: softimage-boun...@listproc.autodesk.com 
 on behalf of Paulo Cesar Duarte 

Sent: 22 February 2017 15:44
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Soft to Houdini custom shelf / scripts.

Yes, I perfectly understand the procedural approach, but over the last years 
Houdini is getting better and better in interface and modeling tools, they are 
trying to make a complete 3d tool set in all areas, so the idea is use Houdini 
for all tasks, not only import things from Maya and make simulations, lets say 
that I want modeling a complete character or vehicle inside Houdini, I would 
end up with a hundred of SOP nodes.
Houdini is an amazing software, I just don't understand why I can't collapse 
nodes, I think every DCC can do that, simplify things when necessary.

For now I'm going to lock the node and delete the network upstream when 
necessary, thanks for the tip.

2017-02-22 7:00 GMT-03:00 Jordi Bares 
>:
You don’t really want to, it is one of those things that will challenge you at 
first and the you will see how much better is this appraoch.

Regardless of my opinion, if you want to collapse in the sense of Softimage, 
lock the node and delete the network upstream.. that is effectively the same.

jb

On 20 Feb 2017, at 21:44, Paulo Cesar Duarte 
> wrote:

Hi Olivier and Andy, nice tip.
So there is no other way to just collapse everything? I find it's a little 
strange that I can't do a true modeling collapse, the better way I find is 
export .obj and import again.



2017-02-20 18:36 GMT-03:00 Andy Goehler 
>:
Be advised, this will increase your file size. A lock on a node is essentially 
caching at that node.
If you must, I’d advised to collapse to subnets.

Andy


On Feb 20, 2017, at 10:30 PM, Olivier Jeannel 
> wrote:

Ctrl click on the red (left side of the node (not the yellow) ) This will lock 
the node like a "freeze". Everything above is computed and "locked".

2017-02-20 22:19 GMT+01:00 Paulo Cesar Duarte 
>:
Hey Pierre and Ed...
I'm starting with Houdini too, just studying SOP for now.
There is a simple way to freeze modeling like XSI? Without the need of caching 
geometry, just freezing or collapse?

Cheers.

2017-02-10 19:48 GMT-02:00 Jordi Bares 
>:
A few thoughts of mine.. hope you don’t mind poking at those suggestions…

On 3 Feb 2017, at 20:11, Ed Schiffer 
> wrote:
hi Tim
I am just starting in Houdini as well and would be interested in a XSI Shelf 
tools.

Good idea

for these particular issues you mentioned, you could match the Translate, 
Rotate, Scale and or Pivot using the icons on the right of these parameters. 
very useful!

You have matching of transformations but may be I could put together a few 
Softimage friendly ones too…

and on the Modify shelft tab you have the Center Pivot button as well.

You may not want that, I rather suggest you install qLib and you will have a 
bunch of presets installed on normal translation nodes that allow you to do the 
centroid quickly, also placing in the center of the world, on the floor, etc...

also, under the Pre-Transform dropdown at the top of the Transforms tab, you 
have Clean Transforms/Translate/Rotate/Scale with for my understanding are 
basic as the Freeze in XSI. when you Extract these you get your global 
transforms and when you Reset them you'd be setting the Pre-Transforms back to 
zero…

The pretransforms are like XSI neutral pose

Regarding Freeze… that is one of the things you may not want to inherit in 
Houdini. Although at first made sense to me once I got a bit more under the 
bonnet it was obvious that you can do it without having to rely on freezing. 
Either by saving to disk, storing the resulting network on the scene or other 
means.

hope that makes sense, I thought it to be very 

Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Paulo Cesar Duarte
Yes, I perfectly understand the procedural approach, but over the last
years Houdini is getting better and better in interface and modeling tools,
they are trying to make a complete 3d tool set in all areas, so the idea is
use Houdini for all tasks, not only import things from Maya and make
simulations, lets say that I want modeling a complete character or vehicle
inside Houdini, I would end up with a hundred of SOP nodes.
Houdini is an amazing software, I just don't understand why I can't
collapse nodes, I think every DCC can do that, simplify things when
necessary.

For now I'm going to lock the node and delete the network upstream when
necessary, thanks for the tip.

2017-02-22 7:00 GMT-03:00 Jordi Bares :

> You don’t really want to, it is one of those things that will challenge
> you at first and the you will see how much better is this appraoch.
>
> Regardless of my opinion, if you want to collapse in the sense of
> Softimage, lock the node and delete the network upstream.. that is
> effectively the same.
>
> jb
>
> On 20 Feb 2017, at 21:44, Paulo Cesar Duarte 
> wrote:
>
> Hi Olivier and Andy, nice tip.
> So there is no other way to just collapse everything? I find it's a little
> strange that I can't do a true modeling collapse, the better way I find is
> export .obj and import again.
>
>
>
> 2017-02-20 18:36 GMT-03:00 Andy Goehler :
>
>> Be advised, this will increase your file size. A lock on a node is
>> essentially caching at that node.
>> If you must, I’d advised to collapse to subnets.
>>
>> Andy
>>
>>
>> On Feb 20, 2017, at 10:30 PM, Olivier Jeannel 
>> wrote:
>>
>> Ctrl click on the red (left side of the node (not the yellow) ) This will
>> lock the node like a "freeze". Everything above is computed and "locked".
>>
>> 2017-02-20 22:19 GMT+01:00 Paulo Cesar Duarte :
>>
>>> Hey Pierre and Ed...
>>> I'm starting with Houdini too, just studying SOP for now.
>>> There is a simple way to freeze modeling like XSI? Without the need of
>>> caching geometry, just freezing or collapse?
>>>
>>> Cheers.
>>>
>>> 2017-02-10 19:48 GMT-02:00 Jordi Bares :
>>>
 A few thoughts of mine.. hope you don’t mind poking at those
 suggestions…

 On 3 Feb 2017, at 20:11, Ed Schiffer  wrote:
 hi Tim
 I am just starting in Houdini as well and would be interested in a XSI
 Shelf tools.


 Good idea

 for these particular issues you mentioned, you could match the
 Translate, Rotate, Scale and or Pivot using the icons on the right of these
 parameters. very useful!


 You have matching of transformations but may be I could put together a
 few Softimage friendly ones too…

 and on the Modify shelft tab you have the Center Pivot button as well.


 You may not want that, I rather suggest you install qLib and you will
 have a bunch of presets installed on normal translation nodes that allow
 you to do the centroid quickly, also placing in the center of the world, on
 the floor, etc...

 also, under the Pre-Transform dropdown at the top of the Transforms
 tab, you have Clean Transforms/Translate/Rotate/Scale with for my
 understanding are basic as the Freeze in XSI. when you Extract these you
 get your global transforms and when you Reset them you'd be setting the
 Pre-Transforms back to zero…


 The pretransforms are like XSI neutral pose

 Regarding Freeze… that is one of the things you may not want to inherit
 in Houdini. Although at first made sense to me once I got a bit more under
 the bonnet it was obvious that you can do it without having to rely on
 freezing. Either by saving to disk, storing the resulting network on the
 scene or other means.


 hope that makes sense, I thought it to be very straightforward. Houdini
 is very rewarding to learn, hope you enjoy.


 :-)
 jb


 cheers

 On 3 February 2017 at 15:12, Tim Bolland 
 wrote:

> Hey, I'm currently taking a good look at Houdini as an application
> moving forward and I'm wondering if anyone has or uses any custom scripts
> to mimic some of the more used functions of Softimage. I'm thinking of
> things such as "Match All Transforms" and "Move Center to Vertices".
> General workflow commands you realise you miss when you jump into new
> software, I can imagine a script savvy guy out there must have whipped
> up custom shelf as soon as the program opened .
> Any information would be hugely appreciated.
>
> Cheers,
>
>
> Tim
>
>
>
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> 

Re: houdini 16

2017-02-22 Thread Jonathan Moore
To major things I hadn't noted are:

- Compiled SOP Blocks: These allow for a chain of compatible SOP nodes to
be compiles as a block on the fly for parallel execution. The documentation
makes clear that this is just the start of a larger program of optimising
SOPs for threading but this looks like it could be a really efficient
workflow for SOP 'for loops', essential for destruction and such like.
http://sidefx.com/docs/houdini/model/compile

- Attribute Expression SOP: This is the new replacement for the goto per
point manipulation SOP of days gone by, the 'Point SOP'. The Point SOP
allowed you to action essential point attribute manipulations but was
single threaded. The Attribute Expression SOP is fully multithreaded and is
an extension of the Wrangle family of nodes.
http://sidefx.com/docs/houdini/nodes/sop/attribexpression

On 22 February 2017 at 08:38, Rob Wuijster  wrote:

> Terrain generation is going to be a lot of fun :-)
> And I like all the tweaks for the network view, very useful stuff there.
>
> Now I'm off to ruin my Wednesday ;-)
>
>
> Rob
>
> \/-\/\/
>
> On 21-2-2017 18:04, Ed Schiffer wrote:
>
> IT HAS ARRIVED
>
> go grab yours!!
>
> https://www.sidefx.com/download/
>
>
> On Fri, 10 Feb 2017 at 16:29 Pierre Schiller  com> wrote:
>
>> I'm jumping into HU. But from the looks of it, indie and self teaching
>> isn't first option. It would seem I'd need to get into HU by partnering
>> with someone more experienced, as the tabs, sims and other tools need to be
>> further digged on the interface and -of course- they are all needed. Having
>> said that, HU has impressed me at new ocean sims and crowd sims with
>> colliders, along with fur tools. Simply breath taking. Yes, it feels as a
>> new software instead of an upgrade (and that is staying healthy) on the
>> industry.
>> We all know in the end, we miss working with nodes on ICE, and HU offers
>> anoher cool set of nodes to keep playing with.
>>
>> Cheers.
>>
>> On Feb 10, 2017 7:38 AM, "Sebastien Sterling" <
>> sebastien.sterl...@gmail.com> wrote:
>>
>> looks awesome !!! more modeling stuff creeping in to the update
>>
>> On 10 February 2017 at 08:59, Jordi Bares  wrote:
>>
>> Yes, all of that is pretty straightforward without any maths although the
>> ice looking growth structures may require some more involvement.
>>
>> Certainly directing it and making it look like that will take a lot of
>> work and flair but the underlying toolset can do that without any calculus.
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 10 Feb 2017, at 03:41, Ognjen Vukovic  wrote:
>>
>> I mean to keep things flowing.
>>
>> On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic 
>> wrote:
>>
>> Why not just make rray.de/houdini ?
>>
>>
>> On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore <
>> jonathan.moo...@gmail.com> wrote:
>>
>> When I think of emTopolizer I always think of Tim Borgmann's work for
>> Framestore. Any of the Nissan projects of 2013 are a strong showcase for
>> emTopolizer. But this Altima spot is my pick of the three.
>>
>> https://vimeo.com/46490225
>>
>> On 9 February 2017 at 22:28, Jordi Bares  wrote:
>>
>> Could I see some projects to be able to be more accurate? I would hate to
>> give you the wrong impression of either easiness or difficulty.
>>
>> jb
>>
>>
>> On 9 Feb 2017, at 21:16, phil harbath 
>> wrote:
>>
>> thanks for the response,  as far as the emtopolizer question, I guess
>> what I was asking was can I do that sort of thing without digging into deep
>> is there something close to the surface that already does that sort of
>> things or do those nodes already exist.  And mostly I am just talking about
>> the way emtopolizer is able to control islands of a mesh with a non
>> simulated particle system.
>>
>>
>> *From:* Jordi Bares
>> *Sent:* Thursday, February 9, 2017 3:59 PM
>> *To:* Official Softimage Users Mailing List.https://groups.google.
>> com/forum/#!forum/xsi_list
>> *Subject:* Re: houdini 16
>>
>> Trying to answer you questions… below
>>
>>
>> On 9 Feb 2017, at 20:48, phil harbath 
>> wrote:
>>
>> sorry, yes, I meant emtopolizer.  I really like using ice to control each
>> piece (fragment) of a geometry,  I am really hoping whatever I move to next
>> has that capability, so if anyone knows if there is anything out there like
>> it for any problem, I would be grateful.
>>
>> *From:* Jonathan Moore
>> *Sent:* Thursday, February 9, 2017 3:43 PM
>> *To:* Official Softimage Users Mailing List.https://groups.google.
>> com/forum/#!forum/xsi_list
>> *Subject:* Re: houdini 16
>>
>> emTopology or emTopolizer? If we're talking emTopolizer, Eric stuck
>> enough unique tools and workflows in there to keep me coming back for years
>> to come.  :)
>>
>> Much as I love Houdini, it would be even better with Eric on the payroll!
>>
>> 

Re: Define components which i can't see

2017-02-22 Thread Andrew Prostrelov
Ok. First part was simple:

CVector3 last_comp_coord; // Global space intersection
coord of component that we want to check
CVector3 last_comp_coord_screen_space;
in_ctxt.WorldToView(last_comp_coord, last_comp_coord_screen_space);
LONG x = (LONG)last_comp_coord_screen_space.GetX();
LONG y = (LONG)last_comp_coord_screen_space.GetY();

PolygonMesh curMesh( in_obj.GetActivePrimitive().GetGeometry()
);
CTransformation localToGlobal =
in_obj.GetKinematics().GetGlobal().GetTransform();

CLongArray face_dumy;
if ( curMesh.SetupPointLocatorQueries(
siClosestSurfaceRaycastIntersection,, -1,
face_dumy.GetArray(), 10 ) != CStatus::OK){
Application().LogMessage("INTERSECT ERROR:
SetupPointLocatorQueries");
return CStatus::False;
}

CLine l_ray;
in_ctxt.GetWorldRay(x,y,l_ray);
CVector3   rayt = l_ray.GetTangent();
CVector3   rayp = l_ray.GetOrigin();

PointLocatorData   locators;
locators = curMesh.GetRaycastIntersections( 1, (double*),
(double*), siSemiLineIntersection  );

if ( !locators.IsPtLocatorValid(0) ){
Application().LogMessage("INTERSECT
ERROR::LastCompAvailable(): can't get intersection with mesh");
return CStatus::Fail;
}

if (curMesh.EvaluatePositions(locators, -1, 0,
(double*)_pos) != CStatus::OK){
Application().LogMessage("INTERSECT
ERROR::LastCompAvailable(): can't evaluate position on mesh");
return CStatus::Fail;
}


// translate it to obj global coords & check equality
// of src component intersection coord and curent viewport
intersection coord
out_pos.MulByTransformationInPlace(localToGlobal);
double treshold = 0.2;//  distance between
points
if(last_comp_coord.EpsilonEquals(out_pos, threshold)==true)
last_comp_available = true;
else
last_comp_available = false;

But if intersection point that we want to check lies on side of a object
like this: http://take.ms/ZfAZO
then we simply can't create PointLocator by raycast =\
 locators = curMesh.GetRaycastIntersections( 1, (double*),
(double*), siSemiLineIntersection  );
this part return invalid pointlocator.

How should i deal with this cases if i need a pointlocator ?
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Soft to Houdini custom shelf / scripts.

2017-02-22 Thread Jordi Bares
You don’t really want to, it is one of those things that will challenge you at 
first and the you will see how much better is this appraoch.

Regardless of my opinion, if you want to collapse in the sense of Softimage, 
lock the node and delete the network upstream.. that is effectively the same.

jb

> On 20 Feb 2017, at 21:44, Paulo Cesar Duarte  wrote:
> 
> Hi Olivier and Andy, nice tip.
> So there is no other way to just collapse everything? I find it's a little 
> strange that I can't do a true modeling collapse, the better way I find is 
> export .obj and import again.
> 
> 
> 
> 2017-02-20 18:36 GMT-03:00 Andy Goehler  >:
> Be advised, this will increase your file size. A lock on a node is 
> essentially caching at that node.
> If you must, I’d advised to collapse to subnets.
> 
> Andy
> 
> 
>> On Feb 20, 2017, at 10:30 PM, Olivier Jeannel > > wrote:
>> 
>> Ctrl click on the red (left side of the node (not the yellow) ) This will 
>> lock the node like a "freeze". Everything above is computed and "locked".
>> 
>> 2017-02-20 22:19 GMT+01:00 Paulo Cesar Duarte > >:
>> Hey Pierre and Ed... 
>> I'm starting with Houdini too, just studying SOP for now.
>> There is a simple way to freeze modeling like XSI? Without the need of 
>> caching geometry, just freezing or collapse?
>> 
>> Cheers.
>> 
>> 2017-02-10 19:48 GMT-02:00 Jordi Bares > >:
>> A few thoughts of mine.. hope you don’t mind poking at those suggestions…
>> 
>>> On 3 Feb 2017, at 20:11, Ed Schiffer >> > wrote:
>>> hi Tim
>>> I am just starting in Houdini as well and would be interested in a XSI 
>>> Shelf tools.
>> 
>> Good idea
>> 
>>> for these particular issues you mentioned, you could match the Translate, 
>>> Rotate, Scale and or Pivot using the icons on the right of these 
>>> parameters. very useful!
>> 
>> You have matching of transformations but may be I could put together a few 
>> Softimage friendly ones too…
>> 
>>> and on the Modify shelft tab you have the Center Pivot button as well.
>> 
>> You may not want that, I rather suggest you install qLib and you will have a 
>> bunch of presets installed on normal translation nodes that allow you to do 
>> the centroid quickly, also placing in the center of the world, on the floor, 
>> etc...
>> 
>>> also, under the Pre-Transform dropdown at the top of the Transforms tab, 
>>> you have Clean Transforms/Translate/Rotate/Scale with for my understanding 
>>> are basic as the Freeze in XSI. when you Extract these you get your global 
>>> transforms and when you Reset them you'd be setting the Pre-Transforms back 
>>> to zero…
>> 
>> The pretransforms are like XSI neutral pose
>> 
>> Regarding Freeze… that is one of the things you may not want to inherit in 
>> Houdini. Although at first made sense to me once I got a bit more under the 
>> bonnet it was obvious that you can do it without having to rely on freezing. 
>> Either by saving to disk, storing the resulting network on the scene or 
>> other means.
>>> 
>>> hope that makes sense, I thought it to be very straightforward. Houdini is 
>>> very rewarding to learn, hope you enjoy.
>> 
>> :-)
>> jb
>> 
>>> 
>>> cheers
>>> 
>>> On 3 February 2017 at 15:12, Tim Bolland >> > wrote:
>>> Hey, I'm currently taking a good look at Houdini as an application moving 
>>> forward and I'm wondering if anyone has or uses any custom scripts to mimic 
>>> some of the more used functions of Softimage. I'm thinking of things such 
>>> as "Match All Transforms" and "Move Center to Vertices". General workflow 
>>> commands you realise you miss when you jump into new software, I can 
>>> imagine a script savvy guy out there must have whipped up custom shelf as 
>>> soon as the program opened . Any information would be 
>>> hugely appreciated. 
>>> 
>>> Cheers,
>>> 
>>> 
>>> Tim
>>> 
>>> 
>>> 
>>> 
>>> 
>>> 
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>>  with "unsubscribe" in the 
>>> subject, and reply to confirm.
>>> 
>>> 
>>> 
>>> -- 
>>> www.edschiffer.com --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>>  with "unsubscribe" in the 
>>> subject, and reply to confirm.
>> 
>> 
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>  with "unsubscribe" in the 
>> subject, and reply to confirm.
>> 
>> 
>> 
>> -- 

Re: houdini 16

2017-02-22 Thread Rob Wuijster

Terrain generation is going to be a lot of fun :-)
And I like all the tweaks for the network view, very useful stuff there.

Now I'm off to ruin my Wednesday ;-)


Rob

\/-\/\/

On 21-2-2017 18:04, Ed Schiffer wrote:

IT HAS ARRIVED

go grab yours!!

https://www.sidefx.com/download/


On Fri, 10 Feb 2017 at 16:29 Pierre Schiller 
> wrote:


I'm jumping into HU. But from the looks of it, indie and self
teaching isn't first option. It would seem I'd need to get into HU
by partnering with someone more experienced, as the tabs, sims and
other tools need to be further digged on the interface and -of
course- they are all needed. Having said that, HU has impressed me
at new ocean sims and crowd sims with colliders, along with fur
tools. Simply breath taking. Yes, it feels as a new software
instead of an upgrade (and that is staying healthy) on the industry.
We all know in the end, we miss working with nodes on ICE, and HU
offers anoher cool set of nodes to keep playing with.

Cheers.

On Feb 10, 2017 7:38 AM, "Sebastien Sterling"
> wrote:

looks awesome !!! more modeling stuff creeping in to the update

On 10 February 2017 at 08:59, Jordi Bares
> wrote:

Yes, all of that is pretty straightforward without any
maths although the ice looking growth structures may
require some more involvement.

Certainly directing it and making it look like that will
take a lot of work and flair but the underlying toolset
can do that without any calculus.

Jb

Sent from my iPhone

On 10 Feb 2017, at 03:41, Ognjen Vukovic
> wrote:


I mean to keep things flowing.

On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic
> wrote:

Why not just make rray.de/houdini
 ?


On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore
> wrote:

When I think of emTopolizer I always think of Tim
Borgmann's work for Framestore. Any of the Nissan
projects of 2013 are a strong showcase for
emTopolizer. But this Altima spot is my pick of
the three.

https://vimeo.com/46490225

On 9 February 2017 at 22:28, Jordi Bares
> wrote:

Could I see some projects to be able to be
more accurate? I would hate to give you the
wrong impression of either easiness or
difficulty.

jb



On 9 Feb 2017, at 21:16, phil harbath
> wrote:

thanks for the response,  as far as the
emtopolizer question, I guess what I was
asking was can I do that sort of thing
without digging into deep is there something
close to the surface that already does that
sort of things or do those nodes already
exist.  And mostly I am just talking about
the way emtopolizer is able to control
islands of a mesh with a non simulated
particle system.
*From:* Jordi Bares
*Sent:* Thursday, February 9, 2017 3:59 PM
*To:* Official Softimage Users Mailing
List.https://groups.google.com/forum/#!forum/xsi_list

*Subject:* Re: houdini 16
Trying to answer you questions… below

On 9 Feb 2017, at 20:48, phil harbath
 wrote:
sorry, yes, I meant emtopolizer. I really
like using ice to control each piece
(fragment) of a geometry,  I am really
hoping whatever I move to next has that
capability, so if anyone knows if there is
anything out there like it for any problem,
I would be grateful.
*From:* Jonathan Moore