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? >>>> >>>> >>>> >>>> ------ >>>> 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. >> 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. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
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