Re: Re[2]: Houdini Engine for Cinema4D
"The modo fanboys think they would get the houdini graph in Modo, for example, they are wrong." I guess it depends to which Modo fanboys you talk to :-). Even though the Houdini engine is really, as you point out, nothing much other than an asset loader, it does open some nice possibilities for places where both applications have to co-exist in as much harmony as possible. There could be instances where you really need to bring in your Houdini asset into another app (some folks really like the Modo renderer, for instance), and having the flexibility of tweaking some parameters on it without having to do it in Houdini can save a lot of time. I do agree that in isolation, Houdini Engine will not do much for anyone, except letting you get assets from Orbolt. Sergio Muciño. Sent from my iPad. > On Apr 23, 2014, at 10:40 AM, Luc-Eric Rousseau wrote: > > > Houdini engine doesn't offer procedural authoring (it's only the engine, not > the UI), you still need to know and use Houdini to author the asset and load > it in the other app. If you don't own Houdini, perhaps you're running other > people's assets, perhaps purchased on the asset store. Like buying effects > presets or a plug-in. The modo fanboys think they would get the houdini graph > in Modo, for example, they are wrong. > >> On Wed, Apr 23, 2014 at 10:16 AM, Eugen Sares wrote: >> ; } >> >> Luc-Eric has a point, though, in that you would have to learn 2 applications. >> But then, isn't ICE in a way an 'application' on it's own also, or at least >> a very different department than the rest of the app? >> >> I guess this has been debated on other places already, but how deep is the >> HE integration into the host app? >> Can tools also be authored, with some UI interactivity, or is it meant to be >> more of a computing engine, that you invoke solely via some PPG? >> >> >> Bifröst, Fabric, HE... help! Too many nodes for a lifetime... must become a >> cycle messenger... >
Re: Re[2]: Houdini Engine for Cinema4D
Houdini engine doesn't offer procedural authoring (it's only the engine, not the UI), you still need to know and use Houdini to author the asset and load it in the other app. If you don't own Houdini, perhaps you're running other people's assets, perhaps purchased on the asset store. Like buying effects presets or a plug-in. The modo fanboys think they would get the houdini graph in Modo, for example, they are wrong. On Wed, Apr 23, 2014 at 10:16 AM, Eugen Sares wrote: > ; } > > Luc-Eric has a point, though, in that you would have to learn 2 > applications. > But then, isn't ICE in a way an 'application' on it's own also, or at > least a very different department than the rest of the app? > > I guess this has been debated on other places already, but how deep is the > HE integration into the host app? > Can tools also be authored, with some UI interactivity, or is it meant to > be more of a computing engine, that you invoke solely via some PPG? > > > Bifröst, Fabric, HE... help! Too many nodes for a lifetime... must become > a cycle messenger... > > >
Re[2]: Houdini Engine for Cinema4D
; } Luc-Eric has a point, though, in that you would have to learn 2 applications. But then, isn't ICE in a way an 'application' on it's own also, or at least a very different department than the rest of the app? I guess this has been debated on other places already, but how deep is the HE integration into the host app? Can tools also be authored, with some UI interactivity, or is it meant to be more of a computing engine, that you invoke solely via some PPG? Bifröst, Fabric, HE... help! Too many nodes for a lifetime... must become a cycle messenger... -- Originalnachricht -- Von: "Sebastien Sterling" An: softimage@listproc.autodesk.com Gesendet: 23.04.2014 15:48:15 Betreff: Re: Houdini Engine for Cinema4D This is all starting to resemble Game of Thrones. On 23 April 2014 14:36, Luc-Eric Rousseau wrote: > Sounds pretty cool! C4D could use more proceduralism, and extra tools. > Is it becoming a real Softimage alternative by this? I'm willing to be that if you had it, you'd never use Houdini Engine in Cinema 4D. This doesn't give you any procedural authoring in C4D, just the ability to run an asset that was authored in Houdini, typically with a simple PPG of settings. As a freelancer looking for an alternative to ICE, it would quite a waste of time to author the graph in houdini and do all the work to package it up to run it in C4D. In real life, you'd probably just do it all on the houdini side and cache out or render there. Or more realistically, if you spent that much time in C4D that this would be hugely important, you'd likely do everything there except for the occasional case when you can't.. and then you probably would not have had spent enough time with Houdini to be at ease with it to solve the problem there efficiently. You'd probably end up doing the particles in C4D's thinking particle instead. On Wed, Apr 23, 2014 at 4:59 AM, Eugen Sares wrote: > > Cross-posting from si-community: > http://www..maxon.net/en/news/press-releases/singleview/article/maxon-announces-partnership-with-side-effects-software.html > http://www.sidefx.com/index.php?option=com_content&task=view&id=2720&Itemid=66 > > Sounds pretty cool! C4D could use more proceduralism, and extra tools. > Is it becoming a real Softimage alternative by this? > > Besides, did anyone happen to attend the Maxon presentation on FMX yesterday? > > > > > > Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. > > --- Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. http://www.avast.com