On 03/30/17 16:22, Jonathan Moore wrote:

    That’s certainly the aspect of ICE that I’d like to see mirrored in siLib.

    One of the great things with ICE was that you could start by learning say the particles compounds and as your knowledge grew you could start digging into the compounds to see their granular makeup, exactly how the low level nodes worked together to achieve the things they do.

    This type of stepping stone isn’t part of Houdini and is something that I think we could aim to create as part of the siLib library.



I agree, and hopefully both new and seasoned Houdini users alike will then get a taste for advantages of more granular digital assets, and perhaps would development then naturally gravitate to accommodate that. 

Already making nested subnets (even sub-sub nested) inside vops can be alot like 'compounds'
or like reusable encapsulated functions or whatever..   or what allows the bulkyness of nodes to be greately reduced  enough to not be any less "bulky" than code blocks, but while remaining very visual and approachable.

Until there would eventually be something like editable port names, I would suggest perhaps making maximum (creative) use of sticky notes?
( illustration with bogus names for illustration purposes )


Which would make like HUGE nodes with notes that would need to be selected and moved with associated nodes,
but would at least give a clear(-er) idea of what (the heck) is happening.



I also wanted to mutiply an input by a constant, and expose that constant to the subnet's UI, but struggled and left it at that.
(sigh.. baby steps I guess)

What I like about H nodes is how it represents backward connections
 (something you cant do in ice without loosing track of what goes where)


Otherwise, happy to see that efforts are made to address some of this, and I also like "SiLib" :)

On 03/30/17 16:22, Jonathan Moore wrote:

That’s certainly the aspect of ICE that I’d like to see mirrored in siLib.

 

One of the great things with ICE was that you could start by learning say the particles compounds and as your knowledge grew you could start digging into the compounds to see their granular makeup, exactly how the low level nodes worked together to achieve the things they do.

 

This type of stepping stone isn’t part of Houdini and is something that I think we could aim to create as part of the siLib library.

 

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicole Beeckmans-Jacqmain
Sent: 30 March 2017 20:51
To: Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list <softimage@listproc.autodesk.com>
Subject: Re: Houdini Digital Assets for Softies

 

may-be there could be an enhanced user library,

i don't know if that's what you wanted to accomplish?

so that you don't get lost in learning the paths to possibilities,

but could sort of 'browse' through the possibilities,

in a library or database? does that make some sense? it would not really modify Houdini's architecture.

thanks for your answer.

 

2017-03-30 21:34 GMT+02:00 Jonathan Moore <jonathan.moo...@gmail.com>:

I hate to sound inflexible in my views but Houdini is such a powerful application because of its technical approach.

 

Just because Softimage is no longer available and Maya is ‘problematic’ (to say the least) shouldn’t mean that SideFX should have to change their development strategy.

 

I believe that SideFX have in fact done a fantastic job of listening to customers that have moved to Houdini from other packages including Softimage. The speed with which they implemented a suggested change ref dropping VOP nodes over wires the other day is a fine example of that. But there‘s a danger of allowing the ‘tail to wag the dog’ so that Houdini gets changed for the worse rather than the better. I think SideFX have the balance of things pretty much spot on. There’s still huge improvements that can be made to the approachability of certain aspects of the user experience but I it’s never going to transform into something radically different to what’s available today. If anything, with so much of Houdini moving away from Hscript style expressions to VEX expressions (for very good reason - multithreaded performance) certain aspects of the Houdini user experience are in fact getting more technical.

 

The best way to learn how to adapt to Houdini is first to accept it for what it is. And part of the Houdini user experience has always been scripting and programming. That’s why it’s so often described as a 3d operating system rather than a DCC.

 

Apologies for spelling things out so bluntly but I can’t see Houdini evolving into something less technical.

 

 

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Nicole Beeckmans-Jacqmain
Sent: 30 March 2017 19:57
To: Official Softimage Users Mailing List. https://groups.google.com/forum/#!forum/xsi_list <softimage@listproc.autodesk.com>
Subject: Re: Houdini Digital Assets for Softies

 

hi. yes, was forced to stop following this week's entagma taurus tutorial.

again, these monthes i spend most of my time to write & storyboard.

got recently interested by _computer_  2d possibilities, new for me.

but as discussion advances here, i am getting discouraged to be able to talk in the future,  about a project with a Houdinist.

(i don't want to just supervize) because i am foremost a visual artist, isn't it that Houdini should evolve upside down,

so that Visual controls Math Thinking, and not the other way around.   

Procedural Innovation looked nice, so far,  i guess?

so, in a way i donot opt if a new community shift occurs between

Maya artists and Houdini vop sop artists. or do you think it necessary, and why?

thanks

Nicole.

 

2017-03-30 18:04 GMT+02:00 Morten Bartholdy <x...@colorshopvfx.dk>:



I just also wish Houdini would be made more accessible for less technically inclined artists like myself.


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