You don't have to work with houdini the way you describe. Even though there
is a procedural nature to the application, you don't have to make every
single asset you do a super tool. It's up to you, the software doesn't
force you into any workflow.

If you know you will be sharing an asset with other members of a team then
yes this approach makes sense.

In regards to the tutorial you mention, from Keith Johnson. He in fact
approaches the task on a very softimage way. From all the tutorials I've
seen, this one actually doesn't get bogged down on proceduralism.

https://vimeo.com/122274907

https://vimeo.com/125116427

Best,
Cris


On 10 June 2015 at 16:59, Jason S <jasonsta...@gmail.com> wrote:

>  Indeed that's why I corrected myself, having recalled SideFX (also)
> having their own publicized SI team
> which referred to workflow and not ICE which indeed leaves not much to be
> desired functionality-wise for Houdini
> except maybe also the 'workflow' or general ease-of-use of ICE... (despite
> also being not always easy for everyone)..
>
> But speaking of workflow, there was a recent Video from someone adopting
> Houdini,
> which I think shows exactly both the main strength and the main drawback
> of Houdini at the same time.
>
> Making a neat and quite detailed retro neon sign, with lightbulbs, neon
> fixtures and all that,
> at the end he could dynamically change the amount of fixtures, or
> dynamically change basically anything.
>
> But the time (and complication) involved setting everything up.. in my
> opinion is worth it if you need a bunch of similar but different things,
> being faster to redo different variations once the setup is there.
>
> And although the fact that you could also do an almost entirely (or
> partly) procedural dynamic sing (or whatever) setup in XSI is besides the
> point,
> (being perhaps less, but also very non-destructive, perhaps like what
> AfterEffects is to Nuke at least for the stack)
> the point is you don't -have- to keep everything dynamic if you don't need
> to,
> and get things done in a jiffy with much less head scratching or chin
> rubbing , and you can then say, ok next?
>
> That while having quite a bit of things that really don't take any more or
> less time making (or leaving) them dynamic or not,
> and involves somewhat minimal history stack management (which otherwise
> you barely know it's there until you need it or want to clear it)
> if and when needed to remain fully procedural, perhaps with compounds with
> exposed params or custom parameters driving operator properties and such
> (for quick editing in unified property sets -if- necessary).
> usually being a pretty tiny percentage of things, like we end-up freezing
> most of everything that doesn't need to remain live once their done.
>
> Making it not only a good compromise between fully procedural and
> non-procedural, but also a best both worlds in many respects.
>
> But I guess Houdini doesn't have something that drives many Houdini users
> away...
> which doesn't matter if you're at a place who doesn't care about 'dead'
> labels while waiting for better things, or for things to become better.
>
> That being said, even when only looking at what can work best, Houdini of
> course obviously (also) has it's own strengths uses and place.
>
>
>
> For Fabric, although I think adopting a visual development environment is
> a step in the right direction,
> I personally would hope they would move still quite a bit further away
> from being a "mostly for TD's" thing,
> and would also feel more confident if it wasn't subject to what host DCC's
> allows to be accessed being probably widely varying from a DDC to another
> concerning it's scope or reach.
> say if it could be fully unrestrained in it's own standalone environment,
> cause ICE apart geo and rig processing, can (very interactively) get & set
> pretty much anything in a given scene, weight maps, uv's, CAV's,
> particles/strands, materials, any animatable parameter can be ICE driven or
> drive other ICE things, ... and above-all, all in a very (yet relatively)
> non-'overtechnical' setting.
>
> I guess time will tell.
>
> cheers,
>
>
> On 06/09/15 23:09, Raffaele Fragapane wrote:
>
> Should probably add, modelling too, and you can pretty much swap animation
> and modelling in my mail above and all of it remains pretty much true :)
>
> On Wed, Jun 10, 2015 at 1:07 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> They never said anything involving ICE AFAIK.
>>
>> They did mention that they are trying to make Houdini more pleasant to
>> use, and want animation (the user facing, artist oriented part of it) to
>> receive more attention, and that they have a Softimage developer on board
>> contributing to that. Both those statements are true. They are doing good
>> work in those regards, and part of that work is done by an ex Softie.
>>
>>  To my knowledge that's the extent of it. I've yet to see or hear ICE
>> mentioned at all, let alone ex developers of it, by SideFX people.
>>
>>
>> On Sat, Jun 6, 2015 at 5:40 PM, Andy Goehler <
>> lists.andy.goeh...@gmail.com> wrote:
>>
>>>
>>>  On Jun 05, 2015, at 22:02, Jason S <jasonsta...@gmail.com> wrote:
>>>
>>> …Houdini says has an ICE team…
>>>
>>>
>>>  Do they? I don’t recall, have any sources?
>>>
>>>
>>
>
>
>  --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>
>
>

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