All they’d need is to have an option to hold down ALT or something
when moving nodes to prevent them connecting. It doesn’t have to be
drastic redesign. I’ll do a video next week showing how annoying it
can be. Often because I don’t notice its happened until my tool stops
working
*From:* Olivier Jeannel <mailto:facialdel...@gmail.com>
*Sent:* Friday, March 24, 2017 4:32 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.
Paul, yes when you freshly arrive from ice, I had that same feeling.
I'm twice more focused in vop than I was in Ice because of that
vicious habit it has to connect nodes when you just drag another node
near it.
It has also a crude tendency to autocorupt vop nodes when they turn
red sometime they just don't come back. No big deal, a copy/ paste of
the corrupted node often bring things back.
And when you are in some for each nodes, when dealing with arrays
(which are far from friendly) it can get really annoying.
But a part from that bad design, houdini really well worth the efforts
and the patience.
On Friday, March 24, 2017, Jonathan Moore <jonathan.moo...@gmail.com
<mailto:jonathan.moo...@gmail.com>> wrote:
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
<javascript:_e(%7B%7D,'cvml','softimage-boun...@listproc.autodesk.com');>
[mailto:softimage-boun...@listproc.autodesk.com
<javascript:_e(%7B%7D,'cvml','softimage-boun...@listproc.autodesk.com');>]
*On Behalf Of *javascript:_e(%7B%7D,'cvml','p...@bustykelp.com');
*Sent:* 24 March 2017 13:05
*To:* Official Softimage Users Mailing
List.https://groups.google.com/forum/#!forum/xsi_list
<https://groups.google.com/forum/#%21forum/xsi_list>
<softimage@listproc.autodesk.com
<javascript:_e(%7B%7D,'cvml','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
<javascript:_e(%7B%7D,'cvml','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
<javascript:_e(%7B%7D,'cvml','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
<javascript:_e(%7B%7D,'cvml','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
<javascript:_e(%7B%7D,'cvml','softimage-boun...@listproc.autodesk.com');>
[mailto:softimage-boun...@listproc.autodesk.com
<javascript:_e(%7B%7D,'cvml','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
<https://groups.google.com/forum/#%21forum/xsi_list>
<softimage@listproc.autodesk.com
<javascript:_e(%7B%7D,'cvml','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
<javascript:_e(%7B%7D,'cvml','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
<javascript:_e(%7B%7D,'cvml','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
<javascript:_e(%7B%7D,'cvml','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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