Sorry, but how exactly are your examples different from the ones available
directly from openvdb.org? The look very same:
http://www.openvdb.org/download/

2017-04-15 17:22 GMT+02:00 Jonathan Moore <jonathan.moo...@gmail.com>:

> I agree Oliver. But we have the advantage of having first come from XSI’s
> ICE.
>
> I personally find Rohan’s tutorials bad from a procedural modelling
> perspective too and his rendering tutorials (especially the Redshift ones)
> are also poor. But artist’s with no experience of procedural techniques
> find his tutorials very accessible. His approach to Houdini is to treat it
> like the 3ds Max Modifier Stack.
>
> However, anything that makes Houdini more approachable has to be applauded
> even if it teaches bad habits along the way. You only appreciate bad habits
> after you’ve learn good ones after all. :)
>
> On 15 Apr 2017, at 16:02, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
> I'm not a big fan of Dalvi's tutorials. They are nice, but going to the
> more "fundamental" learning is the only way imho.
> First it unties you from the tool
> Second the execution speed. (Wich mean vex and or vop)
> If I'm able to explode and rotate 200000 primitives, making them go from
> state to state and controling them exactly I'm free to test and create.
> Not the over way around waiting for some sop to be made.
>
>
> On Saturday, April 15, 2017, Jordi Bares <jordiba...@gmail.com> wrote:
>
>> I think we are going to see a massive change in perception and the new
>> sidefx reel is going to look sooooo different this SIGGRAPH and next!!
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 15 Apr 2017, at 12:46, Jonathan Moore <jonathan.moo...@gmail.com>
>> wrote:
>>
>> I agree Tim.
>>
>> When people talk about Houdini being a 3d Operating system, it is exactly
>> that. In every nook and cranny you'll find programming interfaces that
>> allow you to use VEX and Python to help package your project for a wealth
>> of purposes. As Jordi says Houdini is as much an integrator as anything
>> else.
>>
>> But I've been spending the weeks since H16 was launched on the Modo
>> forums helping a bunch of converts to Houdini through their tentative
>> steps. There are a group of artists there that have no intention of
>> learning VEX (or Python for that matter), they're primarily using Houdini
>> for good old fashioned modeling, scene layout and rendering with Redshift
>> or Octane. The reason why is simple price. These are hobbyists attracted by
>> Houdini Indie's pricing and access to 3rd party GPU renderers. The
>> modelling improvements in H16 (especially the booleans and radial menus)
>> have been enough that they're willing to put up with Houdini's more
>> esoteric ways. And they have a champion too in Rohan Dalvi who specifically
>> puts tutorials together for hobbyists telling them they can ignore all that
>> nasty VEX stuff!  :)
>>
>> From hobbyists come professional artists so it will be interesting to see
>> how this the influx of very non-technical artists influences SideFX over
>> the next year or so. They may recoil in horror or they may find ways of
>> accommodating them without destroying the user experience for the vast
>> majority of houdini users - technical artists.
>>
>> Personally I think it is possible to make modelling and rendering
>> workflows in Houdini that are less clumsy and over time I hope that artists
>> explore Houdini's technical side as it offers so many rewards.
>>
>> On 15 April 2017 at 12:07, Tim Bolland <tim_boll...@hotmail.co.uk> wrote:
>>
>>> I would agree with that if the final result out of Houdini was on par
>>> with what Maya and other DCC's were delivering. The reality is some of the
>>> assets you can make with Houdini, with very minimal scripting, can be far
>>> more complex and superior than what you can make with other applications.
>>> In fact, depending on the asset I would say making it in Maya would involve
>>> far more scripting and technical know how than the Houdini workflow. Of
>>> course 'Horses-for-courses' as the British like to say, if your talking
>>> about modelling high-rez characters, then perhaps Z-Brush would be a better
>>> choice, or Maya if your more used to it. I just don't see 3D as a single
>>> software process anymore. I'll use the best software to get the best
>>> results out, what ever that is.
>>>
>>> Cheers,
>>>
>>> Tim
>>>
>>>
>>> ------------------------------
>>> *From:* softimage-boun...@listproc.autodesk.com <
>>> softimage-boun...@listproc.autodesk.com> on behalf of Nicole
>>> Beeckmans-Jacqmain <arc.ann...@gmail.com>
>>> *Sent:* 14 April 2017 22:52
>>> *To:* Official Softimage Users Mailing List.
>>> https://groups.google.com/forum/#!forum/xsi_list
>>> *Subject:* Re: Anybody finding the Houdini example files I've posted
>>> useful?
>>>
>>> textcoding will cost money to our clients:
>>> it's time consuming, and
>>> not responding to the (cinema)scope of the producers demands.
>>>
>>>
>>> just watched today's houdini16 geometry workflow tutorial.
>>> the only result of these avant-gardist mathematical researches,
>>> is the corresponding repetitivity in any 3d exploration and cinematic
>>> workflow:
>>> - i really mean by this that,  so much time and energy  you spend in
>>> controling your workflow with textcoding,
>>> the less time you  can possibly have to think about the image workflow
>>> and plasticity.
>>> this costs money and artistic quality. it brings some of the visual
>>> repetitions
>>> back to the sofwtare user, to handle them with code and expressions, but
>>> your artistic
>>> attention gets distracted away from your (clients') real needs.
>>>
>>> i am only saying this to be contradicted and seek the answer from a
>>> different angle.
>>> as an artist this seems so evident though..
>>>
>>>
>>> 2017-04-14 11:30 GMT+02:00 Andy Goehler <lists.andy.goeh...@gmail.com>:
>>>
>>>> I don’t think so. As Jonathan mentioned already, conditionals and flow
>>>> control is often easier to ‘read’ in text form than it is in a node graph.
>>>>
>>>> Every tool has its place, so does code in text form :D
>>>>
>>>> Happy weekend.
>>>> Andy
>>>>
>>>> On Apr 14, 2017, at 3:18 AM, Jason S <jasonsta...@gmail.com> wrote:
>>>>
>>>> Shouldn't we be way past describing effects in text editors by now?
>>>>
>>>>
>>>>
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