XSI's ICE is the use of a customizable node which can be compared to
the VOP node of Houdini, although ICE is even easier to use than VOP
(which at times can be more complicated).
Houdini uses a more advanced network of nodes which is integrated
throughout the application, resulting in it being mo
All of these things are basically on the horizon "eventually",
depending on need, developer resources, etc.
Houdini-like geometry DOPs are something I want to do for bmesh, but
at this point it's hard to tell when
that can happen. Shader nodes (real ones, that compile to a real
shader language)
Yo, back on Friday, May 07, 2010 nautilus was all like:
> XSI's ICE is the use of a customizable node which can be compared to
> [ ... ]
> like multihost Mantra."
>
> -nautilus
Let play this cool game where we try to see who can use the most words to say
the least.
Bonus points for buzz words.
El Fri, 7 May 2010 18:04:50 -0500
Reuben Martin escribió:
> Yo, back on Friday, May 07, 2010 nautilus was all like:
> > XSI's ICE is the use of a customizable node which can be compared to
> > [ ... ]
> > like multihost Mantra."
> >
> > -nautilus
>
> Let play this cool game where we try to see w
Yo, internet tough guy, I'm not sure if I'm misunderstanding your
post, but when you post a reply to a person who is trying to be
helpful you should
1) be respectful and considerate like Joe that replied before you.
2) be intelligent.
Your reply is neither of the two. So you could have replied,
On 07/05/2010, at 21:32 , nautilus wrote:
> XSI's ICE is the use of a customizable node which can be compared to
> the VOP node of Houdini, although ICE is even easier to use than VOP
> (which at times can be more complicated).
I think most Blender developers would agree that systems like ICE or
On Sat, May 8, 2010 at 10:40 AM, Matt Ebb wrote:
>
> On 07/05/2010, at 21:32 , nautilus wrote:
>
>> XSI's ICE is the use of a customizable node which can be compared to
>> the VOP node of Houdini, although ICE is even easier to use than VOP
>> (which at times can be more complicated).
>
> I think
Here are some extremely good tutorials on Houdini:
http://vimeo.com/user2030228/videos/sort:oldest
http://vimeo.com/5592856
Start with Basics: Selection and continue in a chronological order
until you reach the newest (and last) video, which should be Particle
Smoke II.
http://www.amazon.com/Ma
Yo, back on Saturday, May 08, 2010 nautilus was all like:
> Yo, internet tough guy, I'm not sure if I'm misunderstanding your
> post, but when you post a reply to a person who is trying to be
> helpful you should
>
> 1) be respectful and considerate like Joe that replied before you.
>
> 2) be int
Original Message
Subject: Re: [Bf-committers] The final step that Blender needs to take
inorder to become fundamentally perfect
From: Reuben Martin
To: bf-blender developers
Date: 05/08/2010 01:54 PM
> Yo, back on Saturday, May 08, 2010 nautilus was all like:
>
Yo, internet tough guy, I got it, let's make Blender closed-source and
only allow people who contributed to the code to download it.
I'm not going to bother replying to your other points, because I have
understood that you are trolling.
If you don't have anything intelligent or respectful to say,
Roger
From: nautilus
To: bf-committers@blender.org
Sent: Sat, May 8, 2010 9:34:39 AM
Subject: Re: [Bf-committers] The final step that Blender needs to take in order
to become fundamentally perfect
Here are some extremely good tutorials on Houdini:
http://vime
@blender.org
> Sent: Sat, May 8, 2010 9:34:39 AM
> Subject: Re: [Bf-committers] The final step that Blender needs to take in
> order to become fundamentally perfect
>
> Here are some extremely good tutorials on Houdini:
>
> http://vimeo.com/user2030228/videos/sort:oldest
>
>
of
> inspiration.
> Thanks again.
>
> --Roger
>
>
>
>
>
>
> From: nautilus
> To: bf-committers@blender.org
> Sent: Sat, May 8, 2010 9:34:39 AM
> Subject: Re: [Bf-committers] The final step that Blender needs to take in
> order to become fundamentally perfect
&g
;>
>> --Roger
>>
>>
>>
>>
>>
>>
>> From: nautilus
>> To: bf-committers@blender.org
>> Sent: Sat, May 8, 2010 9:34:39 AM
>> Subject: Re: [Bf-committers] The final step that Blender needs to take i
t Houdini isn't, and then the film maker has two
great tools to use thatare complementary and solve the whole problem.
--Roger
From: nautilus
To: bf-blender developers
Sent: Sun, May 9, 2010 2:58:26 AM
Subject: Re: [Bf-committers] The final step that Blen
Hi there
> I know resources are limited but what is to stop a few from starting a
> branch and exploring this very interesting area? I could see it as
> being a nodal extension of the game engine. I do admit to knowing very
> little about this subject but that is what it looked like in that
> SUPE
On Mon, May 10, 2010 at 4:40 PM, Raul Fernandez Hernandez
wrote:
> Hi there
>
>> I know resources are limited but what is to stop a few from starting a
>> branch and exploring this very interesting area? I could see it as
>> being a nodal extension of the game engine. I do admit to knowing very
>>
We'll get to nodes eventually; I'm not sure why this contention is
going on, from scanning the emails it seems to be mostly from
non-developers speaking with too much authority :) Like I said
before, we have ideas for nodes for meshes and shaders, and we'll find
our way to cooler stuff too eventua
Hi all,
I'm willing to help to gather some info or documentations on this for now. I
don't see anything beyond just discussions or brainstorming. At most perhaps
just a proof-of-concept stage.
That's all I can think of about the above suggestion.
Anyway, I'm trying to start reading Blender's code
I've resubscribed as I couldn't let this go, and will unsubscribe once
I've sent this.
Hey Joe, what makes you think that I wasn't willing to join the
development team? Perhaps you should rethink about who's speaking with
too much authority and who isn't. It seems like you are an even bigger
jerk
On Tue, May 11, 2010 at 08:03:30AM +0100, nautilus wrote:
> I've resubscribed as I couldn't let this go, and will unsubscribe once
> I've sent this.
Enough of this subscribe/unsubscribe nonsense. Either be part of the
community or not. Otherwise, you are just spamming the list. G'bye!
--
Step
On Mon, May 10, 2010 at 9:03 PM, joe wrote:
> We'll get to nodes eventually; I'm not sure why this contention is
> going on, from scanning the emails it seems to be mostly from
> non-developers speaking with too much authority :)
I am not saying this guy is not a bit over the top but I am not a d
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