I’m confident SideFX will sort out any teething problems ref the VOP’s and 
network editor interaction model. I would however suggest that you send a bug 
report in with a video. SideFX are pretty good on this stuff especially when it 
involves new features.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of p...@bustykelp.com
Sent: 24 March 2017 13:05
To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: Random Thoughts about H.

 

I understand that when it works as planned its a good feature and it would be 
really useful if I could control when it does and when it doesn’t happen. (by 
holding a key down for example)

 

In ICE, it works fine because it happens when you place a new node. NOT when 
you re-organise the tree. But in Houdini, it happens just when you move nodes a 
bit.  So I  have the choice of either having my nodes spread apart SO far that 
they are tiny and I can’t read them, but the risk is reduced a bit. Or having 
them naturally close, but constantly auto connecting and messsing up my work.

 

From: Simon Reeves <mailto:si...@simonreeves.com>  

Sent: Friday, March 24, 2017 12:04 PM

To: Official Softimage Users Mailing 
List.https://groups.google.com/forum/#!forum/xsi_list 
<mailto:softimage@listproc.autodesk.com>  

Subject: Re: Random Thoughts about H.

 

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 
<mailto: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>  
[mailto: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 <mailto: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 
<mailto: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 
<mailto: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 <mailto: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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London, UK

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