Much as I like the improved clarity of the nodes in VOP’s in H16, they take up 
even more space, and this in turn increases the likelihood of connecting nodes 
unintentionally as it gets cramped very quickly. 

 

I’ve been making a lot of use of the new ‘Dot’s feature in H16. ALT click on a 
wire to add control dots that enable you to shape your wires around nodes. It’s 
extra clicks but having cleaner wire networks helps stop accidental connections.

 

I also like Pauls idea of a modifier key to disable the auto connection on 
demand. Definitely seems a worthwhile enhancement request.

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Fabricio Chamon
Sent: 25 March 2017 23:02
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com>
Subject: Re: Random Thoughts about H.

 

After some weeks learning houdini I have to agree 100% with Dan. It is super 
useful in all contexts other than VOPs.

 

Em sáb, 25 de mar de 2017 às 21:39, Dan Yargici <danyarg...@gmail.com 
<mailto:danyarg...@gmail.com> > escreveu:

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 
<mailto: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 <mailto: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 <mailto:facialdel...@gmail.com> 

 

Sent: Friday, March 24, 2017 4:32 PM

 

To: Official <mailto:softimage@listproc.autodesk.com> 

Softimage Users Mailing

List.https://groups.google.com/forum/#!forum/xsi_list

 

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 
<mailto: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 
<https://groups.google.com/forum/#%21forum/xsi_list> 

<softimage@listproc.autodesk.com <mailto: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> 

[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 
<https://groups.google.com/forum/#%21forum/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 <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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