Webgl

2017-03-22 Thread Kris Rivel
Anyone on here have any webgl experience or know someone who does and is 
looking for a remote based gig? Email me if so. Thanks!

Kris
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Re: Random Thoughts about H.

2017-03-22 Thread Andy Goehler
Yes, we’ve used Exocortex Crate to successfully get Strands into Houdini. I 
think it also works with the onboard Alembic exporter, not sure though.

Have fun
Andy

> On Mar 22, 2017, at 3:52 PM, p...@bustykelp.com wrote:
> 
> Hi.. Seeing as this thread is Random thoughts about Houdini, this is pretty 
> random..
>  
> Does anyone know if its possible ( maybe through Alembic, which can store 
> them) , to get ICE Strands into Houdini?
>  
> From: Andy Goehler 
> Sent: Wednesday, March 22, 2017 2:17 PM
> To: Official Softimage Users Mailing 
> List.https://groups.google.com/forum/#!forum/xsi_list 
> 
> Subject: Re: Random Thoughts about H.
>  
> Funny how that is. I find it the other way around, especially opening 
> differently organized scenes coming from Softimage co-workers :D
> Honestly I don’t organize my Houdini scenes any more than I did in Softimage. 
> But the network editor allows me to work spatially instead of using the 
> explorer in a list or hierarchical fashion and that just suits me sooo much 
> better, since the schematic in Soft is… well old.
>  
> I guess the different levels of context and therefore a compartmentalization 
> of workflow is what Softimage users tend to struggle with, maybe this is what 
> you mean by organisation?
>  
> Have fun
> Andy
>  
>> On 22.03.2017, at 13:50, Olivier Jeannel > > wrote:
>>  
>> Houdini requires a high level of organisation, and that's by far, to me, the 
>> hardest part.
> 
>  
> 
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Re: Random Thoughts about H.

2017-03-22 Thread Jason S
On 03/22/17 10:07, Jordi Bares wrote:
> Below
>>> Putting aside the fact we have to move out of Softimage sooner or later 
>>> (hardware, OS, drivers, freelancers, support, etc… will eventually force us 
>>> out)
>> Indeed 'sooner or later'
>> ... 10+ years? when sampling the freshly released hypothetical 2070 Nvidias 
>> running on Win 12? when we could then fully switch with our feet already wet 
>> in a number of camps, also being at a point when favored alternatives would 
>> have *very progressively* matured in a number of areas, or not just in 1 
>> area such as modeling.
>> (I think our transition should be just as proportionately proportional to 
>> that inevitably *very gradual* progression)
> It is really up to you, specially if you are a one man band or a tiny 
> creative studio with no intention of growing of course…
Or rather large shops making the most recent lego (batman), or 
terminator flix ;)
(with probably still a fraction of (specialized dev) resources)

> ultimately if it works for you to carry on until you are 90 years old ;-) 
> then you should be fine, but I wouldn’t bet either hardware, drivers, OS 
> manufacturers will be trying to stay compatible with Softimage.
Actually both os and hardware manufacturers go to great strides on 
maintaining backwards compatibility when introducing new methods. The 
earliest version of ModTool can run just fine to todays hardware.

If in 10 years things would still be easier in my extra modified SI 2015 
pro plus, and it still works,
(would rather hope alternatives would have greatly improved by then)
you can bet I would personally still be doing stuff in there!
>>> I would like to focus on those day to day scenarios you feel are not easy 
>>> in Houdini, after all we could submit this input to Side Effects.
>>>
>>> Is there any particular scenario you feel strongly Softimage is much more 
>>> comfortable/easy/convenient?
>>>
>>> :-)
>>>
>>> jb
>> Actually, the first email in this thread wasn't just for here, but also with 
>> the intent of posting on Sesi forums ( for the ICE part )
>> while also feeling very compelled to do the same for other parts (probably 
>> as progressively as I would dive deeper in other sections).
> As you get comfortable things will fall in to place and believe me, you will 
> look back and thing… wow… that was not as great as I remembered it…. :-)
I think the point should be to getting towards that (for things to 
become greater than what we remember)
in as many fronts as possible, which as far as I can tell, does indeed 
apply to some aspects,
while not at-all in soo many others.. (right now)

(as opposed to trying to convince myself of that, weather it is true or not)

>> I was very impressed and encouraged by the the reaction / openness from 
>> staff, and later by the results of McNistor's initiative around modeling.
>>
>> And I (along with many others I'm sure) would not want that to end there!
>>
>> Cheers!,
>> -J
> cheers
> jb
>
Cheers! :)

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RE: Random Thoughts about H.

2017-03-22 Thread Jonathan Moore
I’m with you Andy.

 

The thing I think makes the biggest difference when you first start out on your 
Houdini journey is having an ability to stop comparing Houdini to 
Softimage/Maya/C4D etc. It’s seems blasé to say that, but the sooner you start 
using Houdini it on its own terms the sooner things click into place.

 

As Yoda was so fond of saying ‘apprentice, you must unlearn what you have 
learned’.  😊

 

It really helps things click into place.

 

I’d agree with Oliver that it helps a lot to be organised. Drop down stickies 
wherever you think things might need clarification further down the line on a 
return visit to the project. Outside of Houdini I’m as far from OCD as it gets 
(just ask my long suffering girlfriend), but in Houdini I inexplicably become 
quite ordered about things. I’m hoping some of that orderliness might cross 
over to other aspects of my life!

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Goehler
Sent: 22 March 2017 14:17
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Random Thoughts about H.

 

Funny how that is. I find it the other way around, especially opening 
differently organized scenes coming from Softimage co-workers :D

Honestly I don’t organize my Houdini scenes any more than I did in Softimage. 
But the network editor allows me to work spatially instead of using the 
explorer in a list or hierarchical fashion and that just suits me sooo much 
better, since the schematic in Soft is… well old.

 

I guess the different levels of context and therefore a compartmentalization of 
workflow is what Softimage users tend to struggle with, maybe this is what you 
mean by organisation?

 

Have fun

Andy

 

On 22.03.2017, at 13:50, Olivier Jeannel mailto:facialdel...@gmail.com> > wrote:

 

Houdini requires a high level of organisation, and that's by far, to me, the 
hardest part.

 

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Re: Random Thoughts about H.

2017-03-22 Thread paul
Hi.. Seeing as this thread is Random thoughts about Houdini, this is pretty 
random..

Does anyone know if its possible ( maybe through Alembic, which can store them) 
, to get ICE Strands into Houdini?

From: Andy Goehler 
Sent: Wednesday, March 22, 2017 2:17 PM
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
Subject: Re: Random Thoughts about H.

Funny how that is. I find it the other way around, especially opening 
differently organized scenes coming from Softimage co-workers :D 
Honestly I don’t organize my Houdini scenes any more than I did in Softimage. 
But the network editor allows me to work spatially instead of using the 
explorer in a list or hierarchical fashion and that just suits me sooo much 
better, since the schematic in Soft is… well old.

I guess the different levels of context and therefore a compartmentalization of 
workflow is what Softimage users tend to struggle with, maybe this is what you 
mean by organisation?

Have fun
Andy

  On 22.03.2017, at 13:50, Olivier Jeannel  wrote:

  Houdini requires a high level of organisation, and that's by far, to me, the 
hardest part.




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Re: Random Thoughts about H.

2017-03-22 Thread Andy Goehler
Funny how that is. I find it the other way around, especially opening 
differently organized scenes coming from Softimage co-workers :D
Honestly I don’t organize my Houdini scenes any more than I did in Softimage. 
But the network editor allows me to work spatially instead of using the 
explorer in a list or hierarchical fashion and that just suits me sooo much 
better, since the schematic in Soft is… well old.

I guess the different levels of context and therefore a compartmentalization of 
workflow is what Softimage users tend to struggle with, maybe this is what you 
mean by organisation?

Have fun
Andy

> On 22.03.2017, at 13:50, Olivier Jeannel  wrote:
> 
> Houdini requires a high level of organisation, and that's by far, to me, the 
> hardest part.

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Re: Random Thoughts about H.

2017-03-22 Thread Jordi Bares
Below
>> Putting aside the fact we have to move out of Softimage sooner or later 
>> (hardware, OS, drivers, freelancers, support, etc… will eventually force us 
>> out)
> 
> Indeed 'sooner or later'
> ... 10+ years? when sampling the freshly released hypothetical 2070 Nvidias 
> running on Win 12? when we could then fully switch with our feet already wet 
> in a number of camps, also being at a point when favored alternatives would 
> have *very progressively* matured in a number of areas, or not just in 1 area 
> such as modeling. 
> (I think our transition should be just as proportionately proportional to 
> that inevitably *very gradual* progression)

It is really up to you, specially if you are a one man band or a tiny creative 
studio with no intention of growing of course… ultimately if it works for you 
to carry on until you are 90 years old ;-) then you should be fine, but I 
wouldn’t bet either hardware, drivers, OS manufacturers will be trying to stay 
compatible with Softimage.

>> I would like to focus on those day to day scenarios you feel are not easy in 
>> Houdini, after all we could submit this input to Side Effects.
>> 
>> Is there any particular scenario you feel strongly Softimage is much more 
>> comfortable/easy/convenient?
>> 
>> :-)
>> 
>> jb
> Actually, the first email in this thread wasn't just for here, but also with 
> the intent of posting on Sesi forums ( for the ICE part )
> while also feeling very compelled to do the same for other parts (probably as 
> progressively as I would dive deeper in other sections).

As you get comfortable things will fall in to place and believe me, you will 
look back and thing… wow… that was not as great as I remembered it…. :-)

> I was very impressed and encouraged by the the reaction / openness from 
> staff, and later by the results of McNistor's initiative around modeling.
> 
> And I (along with many others I'm sure) would not want that to end there!
> 
> Cheers!,
> -J

cheers
jb
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Re: Random Thoughts about H.

2017-03-22 Thread Jason S

  
  
Perhaps right now, but which could also
  greatly improve over time, through some 'friendly pressure' and
  some well thought-out/narrowed-down fair points :)
  
  On 03/22/17 8:50, Olivier Jeannel wrote:


  I think working in Houdini is rather exhausting. 
Dealing with freedom can be a total nightmare.
  I'm not saying it's not pleasing, but having to work on
scene that are constantly creating themeselves from scatch,
well it makes my brain overheating.
  That's quite a different process than opening an xsi
scene where setups are done, frozen, working in fixed
context, and always ending in passes.
  In houdini it keeps calling objects from everywhere,
computing stuff, going back, with a few additional
variables,  etc
  And, while it makes perfect sense when you are building
your incredible setup, it's a whole different story when you
open it 2 weeks later...
  Houdini requires a high level of organisation, and that's
by far, to me, the hardest part.

  
  
2017-03-22 12:00 GMT+01:00 Andy
  Nicholas :
  
 Ah, I see,
  understood! :)
  

  
  On
22/03/2017 09:03, Jonathan Moore wrote:
  
  

  Andy,

  I meant nothing more than that last Cheat
  Sheet was published back in 2011. I’m sure a
  bunch of folk would be interested to see what
  your 2017 Cheat Sheet looks like. 😊
   
  
  

  From: softimage-bounces@listproc.autodesk.com
  [mailto:softimage-bounces@listproc.autodesk.com]
  On Behalf Of Andy Nicholas
  Sent: 21 March 2017 23:09
  To: Official Softimage Users
  Mailing List. https://groups.google.com/forum/#!forum/xsi_list
  com>
  Subject: Re: Random Thoughts about
  H.

  
   
  
Yep! Still reading
:) Here’s the link to the cheat sheet as it
didn’t come through in your email: http://www.andynicholas.com/?p=1344
  
  
 
  
  

  
I
think it would be brilliant if he
updated his Cheat Sheet for these post
HScript days.
  

  
  
 
  
  
They're
expressions, not HScript, or am I
misunderstanding what you’re getting at?
  
  
 
  
  
Anyway, if you have
suggestions about what you’d find useful
from an updated cheat sheet, then by all
means let me know. 
  
  
 
  
  
I did start looking
at making an update, and made a couple of
mind maps breaking down the most popular
SOPs and expressions into categories. I'll
can post that when I next get a chance.
  
  
 
  
  
A
  
  
 
  
  
 
  
   
  

  
On 21 Mar 2017, at
  19:07, Jonathan Moore 

  wrote:
  
   
  

  I

Re: Random Thoughts about H.

2017-03-22 Thread Olivier Jeannel
I think working in Houdini is rather exhausting.
Dealing with freedom can be a total nightmare.
I'm not saying it's not pleasing, but having to work on scene that are
constantly creating themeselves from scatch, well it makes my brain
overheating.
That's quite a different process than opening an xsi scene where setups are
done, frozen, working in fixed context, and always ending in passes.
In houdini it keeps calling objects from everywhere, computing stuff, going
back, with a few additional variables,  etc
And, while it makes perfect sense when you are building your incredible
setup, it's a whole different story when you open it 2 weeks later...
Houdini requires a high level of organisation, and that's by far, to me,
the hardest part.

2017-03-22 12:00 GMT+01:00 Andy Nicholas :

> Ah, I see, understood! :)
>
>
> On 22/03/2017 09:03, Jonathan Moore wrote:
>
> Andy, I meant nothing more than that last Cheat Sheet was published back
> in 2011. I’m sure a bunch of folk would be interested to see what your 2017
> Cheat Sheet looks like. 😊
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com ] *On
> Behalf Of *Andy Nicholas
> *Sent:* 21 March 2017 23:09
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list 
> 
> *Subject:* Re: Random Thoughts about H.
>
>
>
> Yep! Still reading :) Here’s the link to the cheat sheet as it didn’t come
> through in your email: http://www.andynicholas.com/?p=1344
>
>
>
> I think it would be brilliant if he updated his Cheat Sheet for these post
> HScript days.
>
>
>
> They're expressions, not HScript, or am I misunderstanding what you’re
> getting at?
>
>
>
> Anyway, if you have suggestions about what you’d find useful from an
> updated cheat sheet, then by all means let me know.
>
>
>
> I did start looking at making an update, and made a couple of mind maps
> breaking down the most popular SOPs and expressions into categories. I'll
> can post that when I next get a chance.
>
>
>
> A
>
>
>
>
>
>
>
> On 21 Mar 2017, at 19:07, Jonathan Moore 
> wrote:
>
>
>
> I think Andy covered off most stuff. The only thing I can reiterate is the
> importance of VEX. I shared a link the other day to the VEX masterclass
> with Jeff Wagner and had positive feedback from other XSI alumni on this
> list. If you haven’t watched it yet, you should. It makes sense of many of
> SideFX’s design decisions.
>
>
>
> Ultimately Houdini is an operating system for 3d and becoming comfortable
> with VEX and Python within Houdini are mandatory things. SideFX might like
> to market Core as a replacement for XSI but VEX in particular and Python
> (if you want create portable assets) are essential ingredients in getting
> the most out of Houdini.
>
>
>
> I came to Houdini with a hackers knowledge of Python scripting and
>  competent Processing (which I suppose is Java) skills. Never learnt C++
> and I certainly wouldn’t classify myself as a programmer; and I find I’m
> comfortable with VEX. Sure I have the help browser opened permanently on my
> second browser the check my function arguments, but I muddle along without
> pain most of the time.
>
>
>
> If Andy’s still reading, I think it would be brilliant if he updated his
> Cheat Sheet for these post HScript days. When I was first learning Houdini
> it was a huge help. And funnily enough even though HScript has mostly been
> discarded, the list of ‘essential’ SOP operators Andy listed back in 2011
> are just as relevant in 2017.  😉
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com
> ] *On Behalf Of *Jason S
> *Sent:* 21 March 2017 18:36
> *To:* Official Softimage Users Mailing List. https://groups.google.
> com/forum/#!forum/xsi_list
> *Subject:* Re: Random Thoughts about H.
>
>
>
>
> Hi Andy,
>
> Thanks for the feedback!
>
> - Can handle lots of objects or elements and a few things became very much
> faster in recent versions (multi-threaded or openCL)
>(SI  is still is king for sheer high-poly-count on fewer objects, which
> includes *tons* of island transforms)
>
>
> Have a look at packed primitives. You can chunk your geometry into
> sections and get excellent performance there along with deferred rendering.
>
> For island management, then there are workflows that use the "name" string
> primitive attribute to differentiate between pieces. Some SOPs support this
> (see clustering and fracturing for example).
>
>
> Indeed I'm aware of packed prims, and I already agreed with you there (was
> in the "Good!" section :P )
>
>
>
> *Elements seem to be either inside OR outside, or object level elements
> (where regular parenting happens) are almost like separate scenes*
>
>
> Not sure I completely understand your point. I've not had an issue with
> referencing data or geometry. You can use the Object Merge SOP to pull
> geometry from anywhere though, and you can use expressions and VEX to pull
> info from ot

Re: Random Thoughts about H.

2017-03-22 Thread Jason S

  
  
Hi!  (see below)
  
  On 03/22/17 6:36, Jordi Bares wrote:


  
Jason S  wrote:

Hi Jordi!

First I wanted to personally thank you for those docs, as they really did go straight to the crux.

  
  Thank you, really appreciate knowing it has been useful. :-)


  
Yet for the points mentioned, I would have an easier time agreeing with you if indeed I found "some things to be easier, and others not", whereas beyond what could be associated to "XSI muscle memory",  the sheer quantity or proportions of things that are not not just easier, but considerably much (much!) easier, makes it hard to just overlook and just "go with it", especially when knowing how things can be.

  
  Putting aside the fact we have to move out of Softimage sooner or later (hardware, OS, drivers, freelancers, support, etc… will eventually force us out)


Indeed 'sooner or later'
... 10+ years? when sampling the freshly released hypothetical 2070
Nvidias running on Win 12? when we could then fully switch with our
feet already wet in a number of camps, also being at a point when
favored alternatives would have *very progressively* matured in a
number of areas, or not just in 1 area such as modeling. 
(I think our transition should be just as proportionately
proportional to that inevitably *very gradual* progression)

I would agree for the freelancer bit, yet IMO that has alot to do
with the often very hard-pressed 
"Quickly! sooner or later! Must switch now to whatever else!" 
sentiment, which can be very arguable.


  Putting aside those areas Sofimage can’t compete because it does not have the functionality (heavy duty FX mostly, Terrains, Game integration, etc…)

Agreed! ( currently for FX related things ;)


  I would like to focus on those day to day scenarios you feel are not easy in Houdini, after all we could submit this input to Side Effects.

Is there any particular scenario you feel strongly Softimage is much more comfortable/easy/convenient?

:-)

jb


Actually, the first email in this thread wasn't just for here, but
also with the intent of posting on Sesi forums ( for the ICE part )
while also feeling very compelled to do the same for other parts
(probably as progressively as I would dive deeper in other sections).

I was very impressed and encouraged by the the reaction / openness
from staff, and later by the results of McNistor's initiative around
modeling.

And I (along with many others I'm sure) would not want that to end
there!

Cheers!,
-J


  

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Re: Random Thoughts about H.

2017-03-22 Thread Andy Nicholas

Ah, I see, understood! :)

On 22/03/2017 09:03, Jonathan Moore wrote:


Andy, I meant nothing more than that last Cheat Sheet was published 
back in 2011. I’m sure a bunch of folk would be interested to see what 
your 2017 Cheat Sheet looks like. 😊


*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Andy 
Nicholas

*Sent:* 21 March 2017 23:09
*To:* Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 


*Subject:* Re: Random Thoughts about H.

Yep! Still reading :) Here’s the link to the cheat sheet as it didn’t 
come through in your email: http://www.andynicholas.com/?p=1344


I think it would be brilliant if he updated his Cheat Sheet for
these post HScript days.

They're expressions, not HScript, or am I misunderstanding what you’re 
getting at?


Anyway, if you have suggestions about what you’d find useful from an 
updated cheat sheet, then by all means let me know.


I did start looking at making an update, and made a couple of mind 
maps breaking down the most popular SOPs and expressions into 
categories. I'll can post that when I next get a chance.


A

On 21 Mar 2017, at 19:07, Jonathan Moore
mailto:jonathan.moo...@gmail.com>> wrote:

I think Andy covered off most stuff. The only thing I can
reiterate is the importance of VEX. I shared a link the other day
to the VEX masterclass with Jeff Wagner and had positive feedback
from other XSI alumni on this list. If you haven’t watched it yet,
you should. It makes sense of many of SideFX’s design decisions.

Ultimately Houdini is an operating system for 3d and becoming
comfortable with VEX and Python within Houdini are mandatory
things. SideFX might like to market Core as a replacement for XSI
but VEX in particular and Python (if you want create portable
assets) are essential ingredients in getting the most out of Houdini.

I came to Houdini with a hackers knowledge of Python scripting and
 competent Processing (which I suppose is Java) skills. Never
learnt C++ and I certainly wouldn’t classify myself as a
programmer; and I find I’m comfortable with VEX. Sure I have the
help browser opened permanently on my second browser the check my
function arguments, but I muddle along without pain most of the time.

If Andy’s still reading, I think it would be brilliant if he
updated his Cheat Sheet for these post HScript days. When I was
first learning Houdini it was a huge help. And funnily enough even
though HScript has mostly been discarded, the list of ‘essential’
SOP operators Andy listed back in 2011 are just as relevant in
2017. 😉

*From:*softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com]*On
Behalf Of*Jason S
*Sent:*21 March 2017 18:36
*To:*Official Softimage Users Mailing
List.https://groups.google.com/forum/#!forum/xsi_list

mailto:softimage@listproc.autodesk.com>>
*Subject:*Re: Random Thoughts about H.


Hi Andy,

Thanks for the feedback!

- Can handle lots of objects or elements and a few things
became very much faster in recent versions (multi-threaded
or openCL)
   (SI  is still is king for sheer high-poly-count on
fewer objects, which includes *tons* of island transforms)


Have a look at packed primitives. You can chunk your geometry
into sections and get excellent performance there along with
deferred rendering.

For island management, then there are workflows that use the
"name" string primitive attribute to differentiate between
pieces. Some SOPs support this (see clustering and fracturing
for example).


Indeed I'm aware of packed prims, and I already agreed with you
there (was in the "Good!" section :P )



*Elements seem to be either inside OR outside, or object
level elements (where regular parenting happens) are
almost like separate scenes*


Not sure I completely understand your point. I've not had an
issue with referencing data or geometry. You can use the
Object Merge SOP to pull geometry from anywhere though, and
you can use expressions and VEX to pull info from other
objects too (although I'd generally recommend object merging
them for clarity). The convention (as you've probably seen) is
to use a Null SOP called something like "OUT_Geometry" for
example, or to use an Output node, and then reference those
from another object. That has the advantage of being able to
insert more nodes before the referenced node, so you don't
have to update all your references.


I know about merge sop, but is it possible to refer to o

Re: Random Thoughts about H.

2017-03-22 Thread Jordi Bares

> On 22 Mar 2017, at 02:05, Jason S  wrote:
> 
> Hi Jordi!
> 
> First I wanted to personally thank you for those docs, as they really did go 
> straight to the crux.

Thank you, really appreciate knowing it has been useful. :-)

> Yet for the points mentioned, I would have an easier time agreeing with you 
> if indeed I found "some things to be easier, and others not", whereas beyond 
> what could be associated to "XSI muscle memory",  the sheer quantity or 
> proportions of things that are not not just easier, but considerably much 
> (much!) easier, makes it hard to just overlook and just "go with it", 
> especially when knowing how things can be.

Putting aside the fact we have to move out of Softimage sooner or later 
(hardware, OS, drivers, freelancers, support, etc… will eventually force us out)

Putting aside those areas Sofimage can’t compete because it does not have the 
functionality (heavy duty FX mostly, Terrains, Game integration, etc…)

I would like to focus on those day to day scenarios you feel are not easy in 
Houdini, after all we could submit this input to Side Effects.

Is there any particular scenario you feel strongly Softimage is much more 
comfortable/easy/convenient?

:-)

jb
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RE: Random Thoughts about H.

2017-03-22 Thread Jonathan Moore
Andy, I meant nothing more than that last Cheat Sheet was published back in 
2011. I’m sure a bunch of folk would be interested to see what your 2017 Cheat 
Sheet looks like. 😊

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 21 March 2017 23:09
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 

Subject: Re: Random Thoughts about H.

 

Yep! Still reading :) Here’s the link to the cheat sheet as it didn’t come 
through in your email: http://www.andynicholas.com/?p=1344

 

I think it would be brilliant if he updated his Cheat Sheet for these post 
HScript days.

 

They're expressions, not HScript, or am I misunderstanding what you’re getting 
at?

 

Anyway, if you have suggestions about what you’d find useful from an updated 
cheat sheet, then by all means let me know. 

 

I did start looking at making an update, and made a couple of mind maps 
breaking down the most popular SOPs and expressions into categories. I'll can 
post that when I next get a chance.

 

A

 

 

 

On 21 Mar 2017, at 19:07, Jonathan Moore mailto:jonathan.moo...@gmail.com> > wrote:

 

I think Andy covered off most stuff. The only thing I can reiterate is the 
importance of VEX. I shared a link the other day to the VEX masterclass with 
Jeff Wagner and had positive feedback from other XSI alumni on this list. If 
you haven’t watched it yet, you should. It makes sense of many of SideFX’s 
design decisions.

 

Ultimately Houdini is an operating system for 3d and becoming comfortable with 
VEX and Python within Houdini are mandatory things. SideFX might like to market 
Core as a replacement for XSI but VEX in particular and Python (if you want 
create portable assets) are essential ingredients in getting the most out of 
Houdini.

 

I came to Houdini with a hackers knowledge of Python scripting and  competent 
Processing (which I suppose is Java) skills. Never learnt C++ and I certainly 
wouldn’t classify myself as a programmer; and I find I’m comfortable with VEX. 
Sure I have the help browser opened permanently on my second browser the check 
my function arguments, but I muddle along without pain most of the time.

 

If Andy’s still reading, I think it would be brilliant if he updated his Cheat 
Sheet for these post HScript days. When I was first learning Houdini it was a 
huge help. And funnily enough even though HScript has mostly been discarded, 
the list of ‘essential’ SOP operators Andy listed back in 2011 are just as 
relevant in 2017.  😉

 

 

From:   
softimage-boun...@listproc.autodesk.com [ 
 
mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jason S
Sent: 21 March 2017 18:36
To: Official Softimage Users Mailing List.  
 
https://groups.google.com/forum/#!forum/xsi_list< 
 softimage@listproc.autodesk.com>
Subject: Re: Random Thoughts about H.

 


Hi Andy,

Thanks for the feedback!

- Can handle lots of objects or elements and a few things became very much 
faster in recent versions (multi-threaded or openCL)
   (SI  is still is king for sheer high-poly-count on fewer objects, which 
includes *tons* of island transforms)


Have a look at packed primitives. You can chunk your geometry into sections and 
get excellent performance there along with deferred rendering.

For island management, then there are workflows that use the "name" string 
primitive attribute to differentiate between pieces. Some SOPs support this 
(see clustering and fracturing for example).


Indeed I'm aware of packed prims, and I already agreed with you there (was in 
the "Good!" section :P )





Elements seem to be either inside OR outside, or object level elements (where 
regular parenting happens) are almost like separate scenes


Not sure I completely understand your point. I've not had an issue with 
referencing data or geometry. You can use the Object Merge SOP to pull geometry 
from anywhere though, and you can use expressions and VEX to pull info from 
other objects too (although I'd generally recommend object merging them for 
clarity). The convention (as you've probably seen) is to use a Null SOP called 
something like "OUT_Geometry" for example, or to use an Output node, and then 
reference those from another object. That has the advantage of being able to 
insert more nodes before the referenced node, so you don't have to update all 
your references.


I know about merge sop, but is it possible to refer to outputs or elements 
located in other object level networks?
(or having object level items used as inputs for multiple other object level 
networks?)





- ICE equivalence  (personally my biggest gripe)
Wished for one thing, that Vop nets allowed for subnetworks with custom port 
names, 


This is possible, but