houdini is pretty much where it was 6yrs ago, utterly fantastic
procedural workflow. abysmal for anything else,



normal modelling tasks are painful. forget uv/topo work. the tools just
aren't there and the selection model gets in the way.



rigging is light years ahead of anything i've ever seen but it's mostly
moot because the anim workflow is dire compared to xsi (or any other
app for that matter)



sim/fx - no real need to comment on this other than to utter 'sweet
mother of god!! look at the waves!' :)



mantra is the poodles plums



the glsl implementation has the potential to make vp 2.0 look like s/w
TnL - i got matcap, a rudimentary grease pencil and currently having a
go at getting a pixar style rig selection/manip workflow going.
viewport tech is fantastic













i'm having a rather bizarre time with houdini.



--
Jon Swindells
jon_swinde...@fastmail.fm





On Wed, May 21, 2014, at 09:59 PM, Sebastien Sterling wrote:

well... there's no organic modeling ?



On 21 May 2014 19:42, Francois Lord <[1]flordli...@gmail.com> wrote:

So...

What are houdini weaknesses? What is missing in Houdini compared to
Softimage? Would you run a company only using Houdini as 3D app? Why
not?

References

1. mailto:flordli...@gmail.com

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