Re: Anybody finding the Houdini example files I've posted useful?

2017-04-13 Thread Jonathan Moore
The bit that’s most odd to me is using HScript style $ in VEX. Is that VEX code 
that you’ve copy pasted from somewhere else?

I most admit one of the things I like about VEX is that I find it very 
readable. Especially for anything involving loops and flow control. Nodes are 
horrendous for that type of workflow.

And I’m just remembering the horror of inputing expressions in ICE one node at 
a time!  ;)

> On 14 Apr 2017, at 02:18, Jason S  wrote:
> 
> I also don't mind the posts, apart from the hope of some entirely new equally 
> flexible as unfriendly DCC, 
> to me Houdini represents the best hope for later.   
> (later-later... for when SI would not run, or or for when Houdini would 
> significantly revamp VOP, while hoping and pushing for the latter )
> 
> maya is just too painful for a lot of things...
> 
> Indeed, it can also be a mouthful for a variety of things, notably for 
> particles ...
> 
> Can anyone determine what the following describes just by looking at it?
> 
> vector $n=unit(particleShape1.normal);
> vector $p=particleShape1.position;
> $n=rot($n,dnoise(0.5*$p),noise(0.5*$p+100));
> particleShape1.normal=$n;
> vector $v=particleShape1.velocity;
> vector $u=unit($v);
> float $m=mag($v);
> vector $vn=dot($u,$n)*$n;
> vector $vt=$u-$vn;
> float $bias=0.25;
> float $conserve=0.96;
> particleShape1.velocity=$conserve*$m*unit($vn*$bias+$vt);
> 
> If we were looking at high-level nodes made of other nodes, made of other 
> nodes...  for describing the same effect, 
> we could, simply by looking at the node graph.
> 
> Shouldn't we be way past describing effects in text editors by now?
> Just a thought.
> 
> 
> 
> On 04/13/17 5:06, Juan Brockhaus wrote:
>> all cool.
>> keep on posting..  no time to look properly at the moment... but I bookmark 
>> the posts since planning to go houdini. maya is just too painful for a lot 
>> of things...
>> ;-)
>> thanks so much.
>> 
>> On Wed, Apr 12, 2017 at 6:21 PM, Gerbrand Nel > > wrote:
>> keep em coming!!
>> I personally have been waiting for good character tutorials for more
>> than 2 years now.
>> The vex one will stay on ICE for now.(see what I did there)
>> I'm much more comfortable making pictures with pictures, rather than
>> pictures with words.
>> vops will have to do :)
>> G
>> On 2017/04/12 5:39 PM, Jonathan Moore wrote:
>> > I’ve noticed on both occasions that they’ve received around 100 downloads 
>> > but having had no feedback I’m unsure as to whether I’m 
>> > simply spamming the XSI list or whether they have any value to those of 
>> > you that have made the move over to Houdini (or are still considering 
>> > Houdini as a future option.
>> >
>> > I obviously don’t want to spam the list so it would be good to know if 
>> > anybody finds the Houdini ‘hint’s & tips’ useful.
>> > --
>> > 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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>> subject, and reply to confirm.
>> 
>> 
>> 
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Re: Anybody finding the Houdini example files I've posted useful?

2017-04-13 Thread Jason S

  
  
    ... apart
from the hope of some entirely new equally flexible as unfriendly *USER-FRIENDLY*  DCC, 
  
  Autocorrect :)
  
  
  On 04/13/17 21:18, Jason S wrote:


  
  I also don't mind the posts, apart
from the hope of some entirely new equally flexible as
unfriendly DCC, 
to me Houdini represents the best hope for later.   
(later-later... for when SI would not run, or or for when
Houdini would significantly revamp VOP, while hoping and pushing
for the latter )

    maya is just too painful for a lot of
  things...

Indeed, it can also be a mouthful for a variety of things,
notably for particles ...

Can anyone determine what the following describes just by
looking at it?

    vector $n=unit(particleShape1.normal);
      vector $p=particleShape1.position;
      $n=rot($n,dnoise(0.5*$p),noise(0.5*$p+100));
      particleShape1.normal=$n;
      vector $v=particleShape1.velocity;
      vector $u=unit($v);
      float $m=mag($v);
      vector $vn=dot($u,$n)*$n;
      vector $vt=$u-$vn;
      float $bias=0.25;
      float $conserve=0.96;
      particleShape1.velocity=$conserve*$m*unit($vn*$bias+$vt);

If we were looking at high-level nodes made of other nodes, made
of other nodes...  for describing the same effect, 
we could, simply by looking at the node graph.

Shouldn't we be way past describing effects in text editors by
now?
Just a thought.



On 04/13/17 5:06, Juan Brockhaus wrote:
  
  

  all cool.
keep on posting..  no time to look properly at the moment...
but I bookmark the posts since planning to go houdini. maya
is just too painful for a lot of things...
  
  ;-)
  thanks so much.
  


  On Wed, Apr 12, 2017 at 6:21 PM,
Gerbrand Nel 
wrote:
keep em
  coming!!
  I personally have been waiting for good character
  tutorials for more
  than 2 years now.
  The vex one will stay on ICE for now.(see what I did
  there)
  I'm much more comfortable making pictures with pictures,
  rather than
  pictures with words.
  vops will have to do :)
  G

  
On 2017/04/12 5:39 PM, Jonathan Moore
  wrote:
  > I’ve noticed on both occasions that they’ve
  received around 100 downloads but having had no
  feedback I’m unsure as to whether I’m simply spamming
  the XSI list or whether they have any value to those
  of you that have made the move over to Houdini (or are
  still considering Houdini as a future option.
  >
  > I obviously don’t want to spam the list so it
  would be good to know if anybody finds the Houdini
  ‘hint’s & tips’ useful.
  > --
  > Softimage Mailing List.
  > To unsubscribe, send a mail to softimage-request@listproc.autodesk.com
  with "unsubscribe" in the subject, and reply to
  confirm.
  
  
  --
  Softimage Mailing List.
  To unsubscribe, send a mail to softimage-request@listproc.autodesk.com
  with "unsubscribe" in the subject, and reply to
  confirm.
  

  
  




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Re: Anybody finding the Houdini example files I've posted useful?

2017-04-13 Thread Jason S

  
  
I also don't mind the posts, apart from
  the hope of some entirely new equally flexible as unfriendly DCC,
  
  to me Houdini represents the best hope for later.   
  (later-later... for when SI would not run, or or for when Houdini
  would significantly revamp VOP, while hoping and pushing for the
  latter )
  
      maya is just too painful for a lot of
things...
  
  Indeed, it can also be a mouthful for a variety of things, notably
  for particles ...
  
  Can anyone determine what the following describes just by looking
  at it?
  
      vector $n=unit(particleShape1.normal);
    vector $p=particleShape1.position;
    $n=rot($n,dnoise(0.5*$p),noise(0.5*$p+100));
    particleShape1.normal=$n;
    vector $v=particleShape1.velocity;
    vector $u=unit($v);
    float $m=mag($v);
    vector $vn=dot($u,$n)*$n;
    vector $vt=$u-$vn;
    float $bias=0.25;
    float $conserve=0.96;
    particleShape1.velocity=$conserve*$m*unit($vn*$bias+$vt);
  
  If we were looking at high-level nodes made of other nodes, made
  of other nodes...  for describing the same effect, 
  we could, simply by looking at the node graph.
  
  Shouldn't we be way past describing effects in text editors by
  now?
  Just a thought.
  
  
  
  On 04/13/17 5:06, Juan Brockhaus wrote:


  
all cool.
  keep on posting..  no time to look properly at the moment...
  but I bookmark the posts since planning to go houdini. maya is
  just too painful for a lot of things...

;-)
thanks so much.

  
  
On Wed, Apr 12, 2017 at 6:21 PM,
  Gerbrand Nel 
  wrote:
  keep em
coming!!
I personally have been waiting for good character tutorials
for more
than 2 years now.
The vex one will stay on ICE for now.(see what I did there)
I'm much more comfortable making pictures with pictures,
rather than
pictures with words.
vops will have to do :)
G
  

  On 2017/04/12 5:39 PM, Jonathan Moore
wrote:
> I’ve noticed on both occasions that they’ve
received around 100 downloads but having had no feedback
I’m unsure as to whether I’m simply spamming the XSI
list or whether they have any value to those of you that
have made the move over to Houdini (or are still
considering Houdini as a future option.
>
> I obviously don’t want to spam the list so it would
be good to know if anybody finds the Houdini ‘hint’s
& tips’ useful.
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-request@listproc.autodesk.com
with "unsubscribe" in the subject, and reply to confirm.


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Re: Anybody finding the Houdini example files I've posted useful?

2017-04-13 Thread Juan Brockhaus
all cool.
keep on posting..  no time to look properly at the moment... but I bookmark
the posts since planning to go houdini. maya is just too painful for a lot
of things...
;-)
thanks so much.

On Wed, Apr 12, 2017 at 6:21 PM, Gerbrand Nel  wrote:

> keep em coming!!
> I personally have been waiting for good character tutorials for more
> than 2 years now.
> The vex one will stay on ICE for now.(see what I did there)
> I'm much more comfortable making pictures with pictures, rather than
> pictures with words.
> vops will have to do :)
> G
> On 2017/04/12 5:39 PM, Jonathan Moore wrote:
> > I’ve noticed on both occasions that they’ve received around 100
> downloads but having had no feedback I’m unsure as to whether I’m simply
> spamming the XSI list or whether they have any value to those of you that
> have made the move over to Houdini (or are still considering Houdini as a
> future option.
> >
> > I obviously don’t want to spam the list so it would be good to know if
> anybody finds the Houdini ‘hint’s & tips’ useful.
> > --
> > 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.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.