Re: Re[2]: Houdini Engine for Cinema4D

2014-04-23 Thread Sergio Mucino
"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

2014-04-23 Thread Luc-Eric Rousseau
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

2014-04-23 Thread Eugen Sares

; }

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?
>
>
>
> 
>
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