How do you activate the new radial menus? 2017-02-22 15:24 GMT+01:00 Jonathan Moore <jonathan.moo...@gmail.com>:
> To major things I hadn't noted are: > > - Compiled SOP Blocks: These allow for a chain of compatible SOP nodes to > be compiles as a block on the fly for parallel execution. The documentation > makes clear that this is just the start of a larger program of optimising > SOPs for threading but this looks like it could be a really efficient > workflow for SOP 'for loops', essential for destruction and such like. > http://sidefx.com/docs/houdini/model/compile > > - Attribute Expression SOP: This is the new replacement for the goto per > point manipulation SOP of days gone by, the 'Point SOP'. The Point SOP > allowed you to action essential point attribute manipulations but was > single threaded. The Attribute Expression SOP is fully multithreaded and is > an extension of the Wrangle family of nodes. > http://sidefx.com/docs/houdini/nodes/sop/attribexpression > > On 22 February 2017 at 08:38, Rob Wuijster <r...@casema.nl> wrote: > >> Terrain generation is going to be a lot of fun :-) >> And I like all the tweaks for the network view, very useful stuff there. >> >> Now I'm off to ruin my Wednesday.... ;-) >> >> Rob >> >> \/-------------\/----------------\/ >> >> On 21-2-2017 18:04, Ed Schiffer wrote: >> >> IT HAS ARRIVED >> >> go grab yours!! >> >> https://www.sidefx.com/download/ >> >> >> On Fri, 10 Feb 2017 at 16:29 Pierre Schiller < >> activemotionpictu...@gmail.com> wrote: >> >>> I'm jumping into HU. But from the looks of it, indie and self teaching >>> isn't first option. It would seem I'd need to get into HU by partnering >>> with someone more experienced, as the tabs, sims and other tools need to be >>> further digged on the interface and -of course- they are all needed. Having >>> said that, HU has impressed me at new ocean sims and crowd sims with >>> colliders, along with fur tools. Simply breath taking. Yes, it feels as a >>> new software instead of an upgrade (and that is staying healthy) on the >>> industry. >>> We all know in the end, we miss working with nodes on ICE, and HU offers >>> anoher cool set of nodes to keep playing with. >>> >>> Cheers. >>> >>> On Feb 10, 2017 7:38 AM, "Sebastien Sterling" < >>> sebastien.sterl...@gmail.com> wrote: >>> >>> looks awesome !!! more modeling stuff creeping in to the update >>> >>> On 10 February 2017 at 08:59, Jordi Bares <jordiba...@gmail.com> wrote: >>> >>> Yes, all of that is pretty straightforward without any maths although >>> the ice looking growth structures may require some more involvement. >>> >>> Certainly directing it and making it look like that will take a lot of >>> work and flair but the underlying toolset can do that without any calculus. >>> >>> Jb >>> >>> Sent from my iPhone >>> >>> On 10 Feb 2017, at 03:41, Ognjen Vukovic <ognj...@gmail.com> wrote: >>> >>> I mean to keep things flowing. >>> >>> On Fri, Feb 10, 2017 at 4:41 AM, Ognjen Vukovic <ognj...@gmail.com> >>> wrote: >>> >>> Why not just make rray.de/houdini ? >>> >>> >>> On Thu, Feb 9, 2017 at 11:43 PM, Jonathan Moore < >>> jonathan.moo...@gmail.com> wrote: >>> >>> When I think of emTopolizer I always think of Tim Borgmann's work for >>> Framestore. Any of the Nissan projects of 2013 are a strong showcase for >>> emTopolizer. But this Altima spot is my pick of the three. >>> >>> https://vimeo.com/46490225 >>> >>> On 9 February 2017 at 22:28, Jordi Bares <jordiba...@gmail.com> wrote: >>> >>> Could I see some projects to be able to be more accurate? I would hate >>> to give you the wrong impression of either easiness or difficulty. >>> >>> jb >>> >>> >>> On 9 Feb 2017, at 21:16, phil harbath <phil.harb...@jamination.com> >>> wrote: >>> >>> thanks for the response, as far as the emtopolizer question, I guess >>> what I was asking was can I do that sort of thing without digging into deep >>> is there something close to the surface that already does that sort of >>> things or do those nodes already exist. And mostly I am just talking about >>> the way emtopolizer is able to control islands of a mesh with a non >>> simulated particle system. >>> >>> >>> *From:* Jordi Bares >>> *Sent:* Thursday, February 9, 2017 3:59 PM >>> *To:* Official Softimage Users Mailing List.https://groups.google.com >>> /forum/#!forum/xsi_list >>> *Subject:* Re: houdini 16 >>> >>> Trying to answer you questions… below >>> >>> >>> On 9 Feb 2017, at 20:48, phil harbath <phil.harb...@jamination.com> >>> wrote: >>> >>> sorry, yes, I meant emtopolizer. I really like using ice to control >>> each piece (fragment) of a geometry, I am really hoping whatever I move to >>> next has that capability, so if anyone knows if there is anything out there >>> like it for any problem, I would be grateful. >>> >>> *From:* Jonathan Moore >>> *Sent:* Thursday, February 9, 2017 3:43 PM >>> *To:* Official Softimage Users Mailing List.https://groups.google.com >>> /forum/#!forum/xsi_list >>> *Subject:* Re: houdini 16 >>> >>> emTopology or emTopolizer? If we're talking emTopolizer, Eric stuck >>> enough unique tools and workflows in there to keep me coming back for years >>> to come. :) >>> >>> Much as I love Houdini, it would be even better with Eric on the payroll! >>> >>> On 9 February 2017 at 20:24, Olivier Jeannel <facialdel...@gmail.com> >>> wrote: >>> >>> Emtopology, yeah it's for free in Houdini :) >>> >>> 2017-02-09 19:57 GMT+01:00 phil harbath <phil.harb...@jamination.com>: >>> >>> while houdini is a topic of conversation, as a person still entrenched >>> in softimage I have a couple of questions. I use emtopology a lot to >>> control object fragments and find it indispensable, is this something that >>> houdini can do without, like you know, knowing the math to recreate the >>> actual emtop tools. >>> >>> >>> You will be able to do that and more but of course, being more granular >>> you should expect an adaptation period that surely may be frustrating or >>> even painful (like any transition) but I am sure you will see the >>> posibilities and what is possible to do with Houdini out of the box. >>> >>> In terms of maths, I would expect you should be fine although you may >>> want to take advantage of some tools by reinforcing some basic maths. This >>> should be all you need for pretty much 90% of what you may be after. >>> >>> https://www.pluralsight.com/courses/houdini-practical-math-tips >>> >>> >>> >>> Also is there some sort of autorig generator and is there an equivalent >>> to character sets. I assume that whatever the houdini mixer is, it is not >>> up there with the ease of use as the softimage mixer. I am very happy with >>> the Softimage toolset for character animation, so I hate to take huge step >>> down, all this talk about maya needing all sorts of scripts really turns >>> me off, and the need to redo weights if any topology is changed. >>> >>> >>> Yes, there have been various incarnations and in the very latest version >>> 16 now brings a much simpler and more powerful now approach built by a >>> super experienced top rigger so I am sure will fit your needs without >>> sweating blood. >>> >>> You can literally go from mesh to fully rig in under 30 minutes >>> (depending how fast you are with your placement of the guide rig) and >>> deployment of a fully ready asset. >>> >>> jb >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> >>> ------------------------------ >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> >>> ------------------------------ >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >>> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with >> "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
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