Sound like a plan to me. On 29 March 2017 at 17:00, Andy Nicholas <a...@andynicholas.com> wrote:
> I'm more than happy to help. I'm just unsure how much time I'll be able to > devote to this as I'm pretty busy with some personal work at the moment. > > How about I set up something similar to Nick's on Github and we go from > there? > > We need a name for it. Let's start a new thread on the list and move > discussions over to that. Is that okay? > > A > > > > > > On 29/03/2017 16:44, Jonathan Moore wrote: > > I'm still waiting for other willing volunteers. :) > > On 29 March 2017 at 16:36, Andy Nicholas <a...@andynicholas.com> wrote: > >> Good idea. He's organised his library in the standard Houdini way so I'm >> sure he'll be able to help guide things if you're looking to move forward >> with this. >> >> >> On 29/03/2017 16:02, Jonathan Moore wrote: >> >> By the way, does anybody have any issues if I talk to Nick Taylor ref the >> idea of putting a qLib like library together. I think he’s done a sterling >> effort with his AeLib library, which mirrors the framework of the qLib >> library. I’m also a fan of his work for - http://futuredeluxe.co.uk/ - >> and he’s a regular helping hand on the Discord server. That could be useful >> for sense checking emerging ideas against the wider consensus of the >> Houdini community. >> >> >> >> *From:* softimage-boun...@listproc.autodesk.com [ >> mailto:softimage-boun...@listproc.autodesk.com >> <softimage-boun...@listproc.autodesk.com>] *On Behalf Of *Andy Nicholas >> *Sent:* 29 March 2017 15:50 >> *To:* Official Softimage Users Mailing List. >> https://groups.google.com/forum/#!forum/xsi_list >> <softimage@listproc.autodesk.com> <softimage@listproc.autodesk.com> >> *Subject:* Re: Random Thoughts about H. >> >> >> >> > Arrays and vop (or vex if that's your thing) are keys if you want to >> maintain speed imho. >> >> Definitely. Getting into Vex in a big way has been a complete game >> changer for me in the last couple of years or so. There's just so much you >> can do with it, and like you said, it's super fast. It's particularly >> useful in doing generative geometry and other low level geo operations. As >> much as I still love ICE, Vex is so much more robust and powerful. >> >> And sure, feel free to send a scene if you get stuck! >> >> A >> >> On 29/03/2017 15:32, Olivier Jeannel wrote: >> >> Thank you Andy ! Got to try that when I'm back :) >> >> I should send you some scene with some questions (somedays). I wanted to >> do this with Mikael, but sometimes you don't want to bother people to much, >> plus you have to be sure that what you're asking has sense, and sometimes >> you just want to find yourself ^^ >> >> I quite loved the other day thread about strands a la softimage. Recently >> someone (can't remember the name) posted a tut about clumping hair on >> vimeo. And I came up with something hybrid but very fast without any for >> each sop and a little bit of array. >> >> Arrays and vop (or vex if that's your thing) are keys if you want to >> maintain speed imho. >> >> >> On Wednesday, March 29, 2017, Andy Nicholas <a...@andynicholas.com> >> wrote: >> >> Thanks for sharing. It's useful to see where you see issues. >> >> > I miss the "sort array with key" >> >> You need two nodes: "Array Arg Sort", and "Array Reorder". Use the Array >> Arg Sort to sort your "key" value and produce indices, which you then feed >> to the "Array Reorder". Maybe that's the first Softimage ICE HDA someone >> could make. Just encapsulate these two to become a "Sort Array by Key" node. >> >> I think a lot of problems with learning Houdini is the complexity and the >> overwhelming feeling of "great, I can do anything, but where the heck do I >> start". Much of which is over the linquistical issues like, for example, >> the disconnectivity between slightly obscure naming of nodes and what they >> actually do. I wouldn't mind betting that if people start putting together >> Softimage->Houdini digital assets, the first noticeable thing will be the >> Softimage style names that are used! >> >> Maybe learning Houdini is a similar process to learning a foreign >> language? Takes a while to get fluent. >> >> A >> >> >> On 29/03/2017 14:33, Olivier Jeannel wrote: >> >> I'm not comfident enough to tell, and I can only speak for vop (not vex). >> >> Having to build a for each loop set of nodes, well it took me time to >> figure (in fact Mikael tut was the answer) >> >> Having to work with per prim vertex array seems to be a limitation when >> coming to sort those vertex. >> >> I have overal sorting issues : it's ok to sort ptnum but an arbitrary >> integer attribute I'm not sure I can. >> >> I wish there was more example (in vop) of array building and sorting. >> >> I miss the "sort array with key" >> >> >> >> I'm just starting with arrays in H but I find it over complicated. >> >> >> >> On Wednesday, March 29, 2017, Andy Nicholas <a...@andynicholas.com> >> wrote: >> >> 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> 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>: >> >> 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>: >> >> 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 😂 >> >> >> ------ >> 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. 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