And VOP’s would very probably be a challenge to you if you hadn’t started with 
ICE. They certainly are for the artists new to Houdini in the Modo community.

Much as I find Rohan’s tutorials lacking for experienced Houdini artists I 
agree they're great for those new to Houdini, even if they do teach bad habits 
here and there.


> On 15 Apr 2017, at 17:17, Gerbrand Nel <nagv...@gmail.com> wrote:
> 
> I found his tutorials great for breaking that initial barrier into Houdini.
> They are fun and easy to follow.
> I personally have a mental block around code.
> I don't have fun writing it, and I don't feel proud after.
> Hopefully this will change one day, cause I know I'm missing out on allot of 
> power.
> I'm nearing 40 so I'm not holding my breath though :)
> Until then, I'll stick to vops and blueprints.
> G
> On 2017/04/15 5:22 PM, Jonathan Moore wrote:
>> 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 
>>> <mailto: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 
>>> <mailto: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 
>>> <javascript:_e(%7B%7D,'cvml','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 
>>>> <javascript:_e(%7B%7D,'cvml','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 
>>>> <javascript:_e(%7B%7D,'cvml','softimage-boun...@listproc.autodesk.com');> 
>>>> <softimage-boun...@listproc.autodesk.com 
>>>> <javascript:_e(%7B%7D,'cvml','softimage-boun...@listproc.autodesk.com');>> 
>>>> on behalf of Nicole Beeckmans-Jacqmain <arc.ann...@gmail.com 
>>>> <javascript:_e(%7B%7D,'cvml','arc.ann...@gmail.com');>>
>>>> Sent: 14 April 2017 22:52
>>>> To: Official Softimage Users Mailing List. 
>>>> https://groups.google.com/forum/#!forum/xsi_list 
>>>> <https://groups.google.com/forum/#%21forum/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 
>>>> <javascript:_e(%7B%7D,'cvml','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 
>>>>> <javascript:_e(%7B%7D,'cvml','jasonsta...@gmail.com');>> wrote:
>>>>> 
>>>>> Shouldn't we be way past describing effects in text editors by now?
>>>> 
>>>> 
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