If your field is motion graphics and nonVFX FX... well then it’s clear you have to accept a certain level of programming and maths and tinkering with the software and how is architected.
Very interesting to invest time on higher manipulation layer... look forward to see that. Jb Sent from my iPhone > On 27 Oct 2017, at 00:07, Jonathan Moore <jonathan.moo...@gmail.com> wrote: > > Those coming from the likes C4D and After Effects doing wonderful stuff in > Houdini were in many cases already technical artists. One of the > Aixsponza/Entagma boys (Manuel) started out in XSI as it happens, the other > was skilled in Processing (Moritz). And Simon Holmedal was a math nerd long > before he gazed eyes on C4D, never mind Houdini. Ben Watt on the other hand > is a great example of a C4D artist not used to technical workflows who > rapidly adapted to using Houdini as his main platform. > > Motion design is my thing and I encourage any artists I know to learn > Houdini, but sadly for some, things don't click. At the moment I'm working > with others on a Mograph/MASH type suite of tools for Houdini. Creating the > cloners, effectors and falloffs of a typical motion graphics plugin suite is > the easy part, making it a 'gateway drug' into the delights of Houdini, a > little harder! But we feel one of the major hooks is performance and luckily > the v16 release cycle has seen critical SOP nodes become thread friendly > (e.g. the Copy and Point SOP's for starters). C4D and Maya's motion design > tools are throttled by a single threaded core, so a suite of tools in Houdini > with similar capabilities, whilst being optimised for fully threaded > workflows will hopefully provide further encouragement for motion artists to > deepen their Houdini knowledge. ;) > >> On 26 October 2017 at 21:30, Jordi Bares <jordiba...@gmail.com> wrote: >> No worries Jonathan.. >> >> It is nevertheless interesting that non-technical artists like those coming >> from C4D and AfterEffects are jumping on Houdini and some really are doing >> amazing work the like we haven’t seen so may be it will be an evolution in >> the sense that understanding the processes may be fundamental for the type >> of work they intend to do. >> >> Anyway… good luck though >> >> hugs >> jb >> >>> On 26 Oct 2017, at 19:41, Jonathan Moore <jonathan.moo...@gmail.com> wrote: >>> >>> I wasn't intending to pick holes Jordi, so apologies if it came over that >>> way. But yes, be it nodal shading, nodal compositing or full featured end >>> to end procedural modeling and animation; nodes scare the bejesus out of a >>> many artists. Personally, I find nodes a more visually descriptive view of >>> things but have come to realise there are many that don't share my view. :) >>> >>> On 26 October 2017 at 19:29, Jordi Bares <jordiba...@gmail.com> wrote: >>>> 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 <jonathan.moo...@gmail.com> >>>>> 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 <jordiba...@gmail.com> 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 <jonathan.moo...@gmail.com> >>>>>>>> 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 <jordiba...@gmail.com> 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 <x...@colorshopvfx.dk> >>>>>>>> > 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 >>>>>>>> >> <nagv...@gmail.com>: >>>>>>>> >> >>>>>>>> >> >>>>>>>> >> >>>>>>>> >>> 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 >>>>>>>> >> >>>>>>>> >> ------ >>>>>>>> >> 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. >>>>> >>>>> ------ >>>>> 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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