Heh! Flattery will get you everywhere ;)

Yes, they make sense in both packages to me, and you have the added benefit of being able to see the arrays directly in Houdini using the Geometry Spreadsheet, rather than turning on the visualisation in Softimage and have them disappearing off the top of the screen. You can do Python style array slicing in VEX too which is awesomely useful.

Anyway, that's why I wanted to ask Olivier an honest question to try and understand where Houdini is lacking. Maybe I'm too close to it to see the issues.

A


On 29/03/2017 13:06, Jordi Bares wrote:
I was wondering if using arrays in Houdini makes as much sense as in Softimage… Andy??? You are the expert here.

jb

On 29 Mar 2017, at 10:57, Andy Nicholas <a...@andynicholas.com <mailto:a...@andynicholas.com>> wrote:

Hi Olivier, where do you see the biggest difference with ICE arrays and Houdini arrays? In both you have ways of adding, removing, sorting, etc. elements in the array in whatever context you're in, no?

A

On 29/03/2017 09:48, Olivier Jeannel wrote:
An example of something we own as ice user :
One of the first thing I replicated was the Modulate by Volume.
When I arrived on Houdini and saw all those tutorial with people using the Attribute transfer, I tried to use it myself and was horrified : I found it slow and not precize. Nobody was using a UV location + dotproduct method, and imho that's by far the most efficient method. The hardest thinking was "how should I wire it in Houdini way of working ?". I came up with one Vop HDA, and one SOP HDA (which is simply the vop compounded). The great "plus" with Houdini, is that it's able to transfer values of any context (point, prim, you name it, ..)
I'll try to record something.

I think there's a large place for improvement in H for everything that concerns arrays. In ice, there was a lot of things to do with arrays , hence the speed. And the ice tools were super efficient for that. In Houdini, there's a kind of "thinking" that as VOP by nature is looping through points it is an "enough" solution. Well, "maybe" but it's so criptic that unless you're a vex/C/python programmer I find it very time consumming to understand. Plus there are no doc samples or tut, a part from the one from Mikael Perterssen http://shortandsweet3d.blogspot.fr/. That makes me wonder if other people really consider or understand this. Also, if you compare Peter Quint and Mikael way to deal with States, hell, I'm 200% on the ice method.


2017-03-28 20:39 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com <mailto:facialdel...@gmail.com>>:

    I'm a morron, but I'd love to have exclusive pure Ice minded HDA
    library.

    2017-03-28 20:29 GMT+02:00 Rob Chapman <tekano....@gmail.com
    <mailto:tekano....@gmail.com>>:

        Thought I'd pipe in since tekano got invoked, also slowly
        attemting to transition and agree with most already said and
        thanks, is already a huge pointer to as yet unknown aspects
        and features of how complex houdini is.
         also would be interested in a more 'compounded' way of
        learning Houdini like ice was introduced. Everything a
        compound node of nested compound logic with exact same UI
        logic and Core nodes and complexity under the hood but still
        accessable in a single click and an 'easy for artists'
        ability to follow the logic flow into further nested
        compounds and see how it was made. Not so with houdini yet
        😎 open one compound and is equivalent to inside of the
        neighborhood telephone junction box. Part of the enjoyment,
        for me, was building own logic and then seeing the contrast
        of the 'Softimage' way, and for sure, if you are building
        something fairly complex requiring macro detailed
        interactions with something of a much larger scale, eg
        characters running through a several fields of flowers,
         then somethings can be improved or optimised from the off
        the shelf examples. Otherwise prepare for big data and long
        iteration times. It seems covering all bases like the
        'houdini' way is fine for examples and base setup but not so
        in more complicated tasks is better to be good at
        understanding which bits to leave out. 😀 or be able rapidly
        prototype your own. I think like Mr Bolland has done and
        Pooby is asking for is these intermediate compounds between
        that Softimage bought with it to help us poor artists out 😂

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