I feel like if you disabled 'auto connecting dropping nodes onto wires' youd disable a really useful feature, can you not just be more careful ;) and regards to copy + paste, alt+drag to copy is very useful because you can place them
On Fri, 24 Mar 2017 at 11:46 Jonathan Moore <jonathan.moo...@gmail.com> wrote: > The improvements to the network editor in Houdini 16 is probably my > favourite aspect of the release. It answers many of the complaints you > mention Oliver. > > > > > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Olivier Jeannel > *Sent:* 24 March 2017 09:46 > *To:* Official Softimage Users Mailing List. > https://groups.google.com/forum/#!forum/xsi_list < > softimage@listproc.autodesk.com> > > > *Subject:* Re: Random Thoughts about H. > > > > Getting back to the subject of organisation, I still consider myself as a > houdini beginner. > > The thing is, it so open that you quickly import the ice science into vop > and you get comfident enough quickly. > > My experience is with the 15.5, and probably not the latest release. > > I found the stiky notes not that handy ( clicking on it sometimes close > it, or it gets in the way), naming a node or an area. was a pain, you enter > the name hit "enter" and it bounces back to its previous name. Having to > retype 3 or 4 times until it catches it correctly. > > The surrounding colored area that you can draw around your network were > buggy as well. Once the network surrounded it was mostly unworkable... > > So finally I just relied on colored nodes... > > I also found the node editor to be a bit buggy when working with a high > number of nodes. It can get slow, and the mouse pointer was clicking in an > unprecize manner (when trying to pick the line between 2 nodes), sometimes > creating disaster. > > And by high number of nodes i mean : my final scene was having one big > obj/geo node for the animation, containing a dozen of complete big sop > trees (with for each, vop, and a few dops, some cachefiles..). > > I found that working within one single big node was better than having to > jump back and forth into exterior nodes. > > But the downside is that I had to navigate (swim) in that huge forest of > slow undocumented trees. > > > > Seems they fixed all this naming, note and coloring in the 16. If someone > can confirm. > > On Thursday, March 23, 2017, Andy Goehler <lists.andy.goeh...@gmail.com> > wrote: > > Regarding Passes, at first it felt really strange, everything seemed > different. But after some time and getting into bundles the basics were > mastered. What always bugged me in Softimage was managing partitions across > passes. If there were changes you’d be hunting down all the partitions in > various passes. I’ve always wished for something expression based. With > wildcards on ROPs and smart bundles this opened the doors of freedom. I > never worry about that anymore. > > > > For overrides I use object merges, as Jordi mentioned. This is not ideal, > but manageable, not to mention extremely flexible and always reflects > changes. I’ve looked into material style sheets and they are quite > powerful, but not as nice to manage from a UI perspective. I found I’d > rather manage additional objects with object merges and their material > assignments, etc. Nevertheless, MSS can get the job done. > > > > What I’d wish for is a graph similar to Katana, where nodes collect the > objects and lights. Additional nodes provide material assignment and > overrides. Or simply bundles with overrides :D > > > > I’m still putting the pieces together to file an RFE with SESI. > > > > Andy > > > > > > > > On 23.03.2017, at 14:11, Andy Nicholas <a...@andynicholas.com> wrote: > > > > Yep. Worth mentioning the Material SOP too where you can override on a per > point/primitive/global level if you need to. > > It was also pointed out to me the other day that the Material SOP is > capable of generating material stylesheets for you. I'm still getting my > head around that particular functionality, but I can see it has the > potential to be very helpful in a more automated pipeline. > > A > > > On 23/03/2017 12:36, Jordi Bares wrote: > > Indeed, no matter which software we choose we will certainly miss > Softimage overrides and passes… Houdini offers a few approaches but none of > them is as smooth and easy as Softimage. > > > > The best route I have round is to use Object_Merges to do the overrides > but indeed it is not as nice… :-P > > > > BTW, check Material Style Sheets… will open some new avenues that may be > useful. > > > > jb > > > > > > On 23 Mar 2017, at 08:50, Rob Wuijster <r...@casema.nl> wrote: > > > > @Jordi and others: > > Besides all the new stuff to learn, where - as you said - some stuff is > easier than others (VEX), my main gripe is rendering. > I still try to get some workflow running where I can easily create > Passes/Partitions/overrides like I did in Softimage. > > I know it's not the same thing in H, but not being able to quickly > override shaders on top scene level, or in bundles is a huge miss. > It often results in multiple shaders and switches. > > There's also Takes, but from what I've read on it most people stay clear > from it. And there's material stylesheets which are a tad over-designed and > not really user friendly imho. > > So any workflows people developed on rendering, after starting to use > Houdini, are very much welcome. > > cheers! > > > > Rob > > > > \/-------------\/----------------\/ > > On 22-3-2017 11:36, Jordi Bares wrote: > > > > Yet for the points mentioned, I would have an easier time agreeing with you > if indeed I found "some things to be easier, and others not", whereas beyond > what could be associated to "XSI muscle memory", the sheer quantity or > proportions of things that are not not just easier, but considerably much > (much!) easier, makes it hard to just overlook and just "go with it", > especially when knowing how things can be. > > Putting aside the fact we have to move out of Softimage sooner or later > (hardware, OS, drivers, freelancers, support, etc… will eventually force us > out) > > > > Putting aside those areas Sofimage can’t compete because it does not have the > functionality (heavy duty FX mostly, Terrains, Game integration, etc…) > > > > I would like to focus on those day to day scenarios you feel are not easy in > Houdini, after all we could submit this input to Side Effects. > > > > Is there any particular scenario you feel strongly Softimage is much more > comfortable/easy/convenient? > > > > :-) > > > > 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. -- Simon Reeves London, UK *si...@simonreeves.com <si...@simonreeves.com>* *www.simonreeves.com <http://www.simonreeves.com/>* *www.analogstudio.co.uk <http://www.analogstudio.co.uk/>*
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