I figure, you just have to be mindful of what your doing. That's it.

I'd like to know if there is a hotkey to run a setup if it's in a manual
state.

Artur

2017-03-24 13:04 GMT+01:00 Simon Reeves <si...@simonreeves.com>:

> 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
>>
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> --
> 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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