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 >> >> ------ >> >> 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 >> >> *javascript:_e(%7B%7D,'cvml','si...@simonreeves.com');* *www.simonreeves.com >> <http://www.simonreeves.com/>* >> >> *www.analogstudio.co.uk <http://www.analogstudio.co.uk/>* >> ------------------------------ >> >> ------ Softimage Mailing List. 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