Indeed you are right, I probably have a skewed vision due to the fact that 
everyone is now exposed to Nuke (and here XSI) which have node based approaches 
but may be outside is not so obvious.

I hope you have fun though.  ;-)
jb


> On 26 Oct 2017, at 18:44, Jonathan Moore <[email protected]> wrote:
> 
> Jordi, I'm only recounting the feedback I get from the artists I support. 
> Some of these artists find nodal approaches per se as being technical.
> 
> You, I and most on this list know this not to be the case, but we have to be 
> considerate that not all artists are wired the same as us.
> 
> On 26 October 2017 at 18:13, Jordi Bares <[email protected] 
> <mailto:[email protected]>> wrote:
> Could you give me an example of various stages of a production where you need 
> those skills? I can only see a few places where you do and others that you 
> might if you want to do complex stuff (like modern abstract motion graphics 
> for example)
> 
> Let’s also remember, only recently we have Wrangle nodes and although they 
> are awesome, you didn’t even have them a few years back yet you were able to 
> do anything (slower of course) in other manners. A good example is the new 
> Point Wrangle versus the old Point SOP.
> 
> I still think for Previz, Modelling, Animation (not technical FX animation), 
> Layout, Shading, Texturing, Lighting and Rendering you need Zero skills.
> 
> But may be I am missing something.
> jb
> 
> 
>> On 26 Oct 2017, at 17:29, Jonathan Moore <[email protected] 
>> <mailto:[email protected]>> wrote:
>> 
>> The only way to learn a language well is to fully immerse into it, same 
>> thing here… Houdini is not hard any more, UX and specially a more viewport 
>> centric approach makes it very easy to start.
>> True there is some vocabulary and weird things in a few areas but those come 
>> easy if you really go for it.
>> 
>> I say this as a Houdini fan. Houdini is only an easy transition for 
>> technical artists. I support teams of artists from fine art backgrounds as 
>> well as technical artists and those with a fine art background even found 
>> ICE a challenge. For larger teams made up of both TD's and artists this 
>> isn't a major issue, but the fact that so much of Houdini is Wrangle-centric 
>> these days causes problems for those with a purely art school background who 
>> don't know their way around a scripting language, never mind a C-like 
>> programming language.
>> 
>> I think it's untrue to say 'Houdini is not hard anymore', but more true to 
>> say that Houdini is easier to transition to from another DCC (for those with 
>> a technical aptitude). You won't get far in Houdini if you can't at the very 
>> least think programmatically, and that still goes for those that stick to 
>> VOP's rather than Wrangles.
>> 
>> One can argue that 3d is an inherently technical art, but there are plenty 
>> of professionals working in media & entertainment based studio businesses 
>> that get by just fine without any aptitude for scripting & programming. 
>> Unfortunately, I don't think it's untrue to state that it's difficult to get 
>> past the basics in Houdini without a technical aptitude.
>> 
>> 
>> 
>> 
>> 
>> On 26 October 2017 at 17:01, Jordi Bares <[email protected] 
>> <mailto:[email protected]>> wrote:
>> The only way to learn a language well is to fully immerse into it, same 
>> thing here… Houdini is not hard any more, UX and specially a more viewport 
>> centric approach makes it very easy to start.
>> 
>> True there is some vocabulary and weird things in a few areas but those come 
>> easy if you really go for it.
>> 
>> :)
>> 
>> jb
>> 
>> 
>> > On 26 Oct 2017, at 16:07, Morten Bartholdy <[email protected] 
>> > <mailto:[email protected]>> wrote:
>> >
>> > Houdini is still to technical to even start using. Blender I have actually 
>> > looked at and it doesn't look half as bad as Maya, but it also very much 
>> > depends on where you are working or aspire to work.
>> >
>> > Maya is a ticket to work in most places these days I guess, but it is also 
>> > certain to drive you mad, and hate going to work everyday.
>> >
>> > Honestly I would love to work with Houdini, and might even sit down and 
>> > try and learn it some day, but it is still damn hard to start using, so 
>> > downtime is considerable.
>> >
>> > MB
>> >
>> >
>> >
>> >> Den 25. oktober 2017 klokken 14:53 skrev Gerbrand Nel <[email protected] 
>> >> <mailto:[email protected]>>:
>> >>
>> >>
>> >>
>> >>> I read the stories by people who had the bad fortune to have to learn 
>> >>> Maya earlier and I have to say everything they wrote is true and then 
>> >>> some. After 3 months+ of everyday Maya punishment I actually only like 
>> >>> some modeling tools and being able to see layered textures in the 
>> >>> viewport - the rest is a horrible mess. And our Maya artists are 
>> >>> blissfully oblivious to how much easier their lives could have been if 
>> >>> things had been different.
>> >>>
>> >>>
>> >>> Morten
>> >>
>> >> If you read on, the story splits.
>> >> Kinda like a "choose your own adventure"
>> >> Some people choose Maya, and THEY DIE!!!!
>> >> Others choose NOT-Maya and live.
>> >> Honestly I would rather use bryce and poser.
>> >> Why not Houdini or Blender, Morten?
>> >> G
>> >>
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