I just wish you could disable drop on line per context. I would hate to
work in the network editor without it, but I hate it ferociously in VOPs...

Sent from my phone...

On 24 Mar 2017 5:52 pm, "Andy Nicholas" <a...@andynicholas.com> wrote:

> +1. Literally found that happening to me too today inside an overcrowded
> shader. It's incredibly easy to accidentally hook up stuff without noticing.
>
> On 24/03/2017 17:02, p...@bustykelp.com wrote:
>
> 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 <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 <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>
> 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 [mailto:
>> 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 <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
>>
>> *Sent:* Friday, March 24, 2017 12:04 PM
>>
>> *To:* Official Softimage Users Mailing List.https://groups.google.com
>> /forum/#!forum/xsi_list
>>
>> *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 [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 <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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>> --
>>
>> Simon Reeves
>>
>> London, UK
>>
>> *javascript:_e(%7B%7D,'cvml','si...@simonreeves.com');* *www.simonreeves.com
>> <http://www.simonreeves.com/>*
>>
>> *www.analogstudio.co.uk <http://www.analogstudio.co.uk/>*
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