Heh! Yeah right. Like you need me to ;)


On 22 May 2014 at 23:11 Meng-Yang Lu <ntmon...@gmail.com> wrote:


> I'm trying to correlate the languages of both packages.
> 
>  Maybe Andy Nicholas can double-check my work but Houdini Attributes behave
> like custom data throughout all component and object levels of any asset.
>    Groups act like clusters which you can use to apply whatever attribute
> (metadata) you want and impart various behaviors based on them.
> 
>  As far as things being tamper proof I'm not sure.  The Mr. Potatohead
> reference is absolutely doable and probably easier imo than Softimage.
>  There's a whole ecosystem built around managing arbitrary data in Houdini.
> 
>  -Lu
> 
> 
> 
>  On Thu, May 22, 2014 at 2:29 PM, Matt Lind <ml...@carbinestudios.com
> <mailto:ml...@carbinestudios.com> > wrote:
>    > > Replicating bullets and stuff like that is not the kind of carbon
>    > > copying we need as cloning would cause problems.  Every asset needs to
>    > > be unique and trackable, so having a master mesh and running a bunch of
>    > > ops to clone/duplicate/instance is not really the target we’re aiming
>    > > for.  Although that functionality is useful, it’d probably be more
>    > > directed at building parts of environments than characters or props.
> > 
> >    What we need is the ability to constrain users from going outside the
> > lines we’ve drawn.  Imagine a yard with tall electrified fences.  Users are
> > allowed to roam anywhere in the yard, but are not allowed outside the fence.
> >  As we iterate on our pipeline, we push the fences further and further out
> > to get users more room to roam.  But the constant is we need to persist
> > metadata on the assets and prevent that metadata from being inadvertently
> > modified as well as ensure the metadata is applied in such a way it can be
> > reliably found and relied upon to drive tools and behaviors within the
> > pipeline.
> > 
> >    For example.
> > 
> >    Our characters are built like Mr. Potato head dolls.  They are not a
> > single seamless mesh.  There is a base body mesh, but holes left for other
> > parts to plug in such as ears, faces, hair, clothing, etc…   The locations
> > for the body parts are defined by clusters, custom properties, and other
> > metadata.  Once the character is defined it’s placed in a referenced model
> > to prevent users from tampering with the metadata to ensure tools are
> > reliable and can find, track, and assemble the parts with other assets to
> > create what the artist needs to pull into a scene to do his/her work.  Same
> > rules and generalities apply to other areas of the pipeline.  Render passes
> > are used to allow artists to build the environment geometry once, and
> > redress it many times with texture and shader swaps.  Since some of the
> > metadata describes components which customers can purchase, the assigned IDs
> > for the components needs to be maintained and be tamper proof.
> > 
> >    Does Houdini offer mechanisms to control assets in this fashion to ensure
> > data integrity year over year in a fluid pipeline?
> > 
> > 
> >    Matt
> > 
> > 
> > 
> > 
> > 
> >    From: softimage-boun...@listproc.autodesk.com
> > <mailto:softimage-boun...@listproc.autodesk.com>
> > [mailto:softimage-boun...@listproc.autodesk.com
> > <mailto:softimage-boun...@listproc.autodesk.com> ] On Behalf Of Meng-Yang Lu
> >    Sent: Wednesday, May 21, 2014 4:18 PM
> >    To: softimage@listproc.autodesk.com
> > <mailto:softimage@listproc.autodesk.com>
> >    Subject: Re: Houdini Weaknesses
> > 
> >    This is actually where Houdini shines.  Taking something that exists and
> > manipulating the DATA to create something new.
> > 
> > 
> >    Say you've got characters that have like belts of ammo as an accessory.
> >  You can create a dependency saying something like... if you choose type
> > bullet, it also drives the number of bullets on the belt.  So if you choose
> > type grenade which are larger in size, that type can drive the lesser number
> > of grenades on the belt.  Between nodes like copy/stamp and switches, you
> > can build these into your system.  You could, if all the assets are there,
> > build a character creation system seen in a lot of games if you wish.  Even
> > up to clever things like stating which type of weapon the character is
> > holding.  Like if a weapon is two-handed by type, you could never have a
> > single-offhand accessory, thus never having things that could conflict if
> > both existed.
> > 
> > 
> > 
> >    The best way to think of Houdini is not just an FX tool.  It's an
> > operating system that manages 3D data and does it extremely well.  This is
> > why it takes a long time to build the setup, but the payoff is that over
> > time, you gain a huge advantage of creating various version of one thing as
> > long as you've built it into your setup.
> > 
> > 
> > 
> >    Modeling and texturing really should be done somewhere else.  But once
> > those assets are create and you want to manipulate it, Houdini become a
> > really powerful ally in this case.
> > 
> > 
> > 
> >    -Lu
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> >    On Wed, May 21, 2014 at 3:52 PM, Matt Lind <ml...@carbinestudios.com
> > <mailto:ml...@carbinestudios.com> > wrote:
> >    That makes sense for an FX workflow as every project is essentially
> > unique, but in a production where you churn out a lot of carbon copies or
> > variations of the same content, how well does Houdini’s framework/workflows
> > cater to that?  For example, are there mechanisms or abilities to enforce
> > certain ways of working?  That’s probably our biggest concern as our content
> > has to be functional, not just look good.  To be functional requires certain
> > elements be consistently defined on the assets and the asset structured in
> > particular ways.
> > 
> >    One weakness I see so far is the lack of API for hardware shader
> > development. GLSL is there, but it’s slow compared to straight OpenGL.  I
> > haven’t looked very deeply, but at a quick glance I don’t see any Direct X
> > support.
> > 
> >    One thing that would be really useful for the transition guides is more
> > focus on modeling and texturing.   Houdini seems to have  the basic building
> > blocks, but the rest has to be developed/configured by the user.
> > 
> >    Matt
> > 
> > 
> > 
> > 
> >    From: softimage-boun...@listproc.autodesk.com
> > <mailto:softimage-boun...@listproc.autodesk.com>
> > [mailto:softimage-boun...@listproc.autodesk.com
> > <mailto:softimage-boun...@listproc.autodesk.com> ] On Behalf Of Meng-Yang Lu
> >    Sent: Wednesday, May 21, 2014 3:37 PM
> >    To: softimage@listproc.autodesk.com
> > <mailto:softimage@listproc.autodesk.com>
> >    Subject: Re: Houdini Weaknesses
> > 
> >    Yes.  It's nodes and expression heavy.  And for that same reason it
> > drastically reduces plugin development cause you're essentially programming
> > every time you're in the package.  And just like you'd copy and paste
> > snippet of code, you'd do the same but with nodes of a tree.
> > 
> > 
> >    Whenever I feel like I need to do dev work in Maya which is often, I just
> > go to Houdini now.
> > 
> > 
> > 
> >    The UI creation is also pretty nifty.  You basically have access to all
> > the params, sliders, and widgets you'd normally see in Houdini's default
> > tools.  Just a matter of dragging, dropping, and organizing to your heart's
> > content.  You can promote params from a lower level to a higher level at
> > anytime, exposing only what you want the artist to see.
> > 
> > 
> > 
> >    You can do error checking either through the nodes or through vops/vex.
> > 
> > 
> > 
> >    It's got one foot in as a 3D application and 2 feet in as a plug-in
> > development platform.  Yes, 3 legged analogies are weird, just like Houdini.
> >  But I like it now.
> > 
> > 
> > 
> >    -Lu
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> >    On Wed, May 21, 2014 at 3:17 PM, Matt Lind <ml...@carbinestudios.com
> > <mailto:ml...@carbinestudios.com> > wrote:
> >    Seems like Houdini is heavy on nodes and expressions to create your work.
> > 
> >    How much custom plugin development do you have to do with Houdini
> > compared to Softimage, Maya, etc...?  Let's define a plugin as something
> > you'd write as a script or C++ lib that gets included in the software as a
> > reusable tool, perhaps providing it's own GUI front end (if applicable) and
> > is responsible enough to do proper error checking (as opposed to a couple
> > line hack script like many artists do).
> > 
> >    Is there much of an SDK for writing GUI's as front ends for tools?
> > 
> > 
> >    Matt
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> >  > 
> 

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