PS:
I always knew I would miss *a lot* that "middle click" feature on a menu to
repeat its last operation.
And the ability to zoom in on a camera view. (SHIFT+Z) on Softimage.
Basically, all the strongest "workflow tricks" that softimage has.


On 27 October 2017 at 10:45, Alex Doss <alexd...@gmail.com> wrote:

> Hi, I hope this time my post will make it to this list.
> As of now I have about 5 months of houdini experience. And I am totally in
> love with it, and love is growing by the minute.
> At this moment and personally, I feel the biggest fault in H is the UI
> real estate it seems to claim.
> As a Generalist/Td one has to access all aspects of a project during the
> course of a day. At the moment this is already fastidious.
> Way too many dives IN/OUT to have access a given param. Promoting is ok,
> but I consider it, to some extend, a waste of time since u have to "stop"
> to promote. And that doesnt usually place the param where u need it to be.
> (finger tips)
> Hou needs to improve VASTLY on filtering. (hello 16.5)
> Viewport Display filter (geometry, nulls, bones, curves, pointclouds, vdb,
> isolate selected (without scene interference) etc... )
> Tree view (Softimage explorer like) Urgently ! ( multi-selection, selected
> obj only, parameters only, takes, groups, material, stylesheets ,etc.. )
>
> Currently treeview has some filters i mentioned already in place, yet far
> from optimal. "Takes" have to be checked with a specialized  "treeview"
> like window. Thats quite similar to the obtuse "Mayan" approach. Aka 1
> editor per task. (Layer editor, Group editor, Take editor, StyleSheet
> editor.... )
>
> Blender has one really neat feature on its 'node view' where parameters
> are already exposed on the node's box:
> https://urldefense.proofpoint.com/v2/url?u=https-3A__bensimonds.files.wordpress.com_2011_06_defocus-5Fe1.gif&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=j7Fek1CMAmp-pitj0OIJHRmXMbtXnBROvPPDoG56a88&s=Sc9c6FgXv6Kmc7RtrDIo5LAdHn5x7xC1ciakIz05aWc&e=
>
> So basically, I feel houdini's interface still remains too much on your
> face, as opposed to ur work. Granted Im only starting, but  that's my 2
> cents atm.
> Luv,
> Al.
>
>
>
>
>
> On 27 October 2017 at 10:04, Jordi Bares <jordiba...@gmail.com> wrote:
>
>> I am very interested in understanding the things others see in Houdini
>> that are wrong or not quite there.
>>
>> What do you exactly mean by “control of motion”
>>
>> Jb
>>
>> Sent from my iPhone
>>
>> On 27 Oct 2017, at 00:48, Jonathan Moore <jonathan.moo...@gmail.com>
>> wrote:
>>
>> The short answer to your question Phil is no. Control of motion in
>> Houdini isn't as easy or intuitive as it is with XSI/ICE. But the longer
>> answer is that you can easily build bespoke tools in Houdini to provide the
>> exact flavour of motion control you favour.
>>
>> Houdini gives you less out of the box but it's far easier to create
>> bespoke tools in Houdini than with any other DCC.
>>
>> On 27 October 2017 at 00:18, phil harbath <phil.harb...@jamination.com>
>> wrote:
>>
>>> I would be interested to know if Motion Creation is as easy and powerful
>>> as it is in ICE,  I can find I can do whatever I want to do for the most
>>> part in ice, create point clouds in most any fashion, pop them in and out
>>> at any time, and apply animated colors to them as I see fit,  I would think
>>> that you do much of this in C4D but without the complete control you can
>>> get with ICE, however I wonder if the same ease of creation is there with
>>> Houdini.  I agree with others I would just assume continue to use
>>> Softimage/Ice, however, I worry about the day, Soft just doesn’t open.  I
>>> have had problems like this with other programs where just recently some
>>> updates whether it be windows 10 or the video drivers, have caused certain
>>> things to crash, and has caused me great anxiety.
>>>
>>> *From:* Jonathan Moore
>>> *Sent:* Thursday, October 26, 2017 7:07 PM
>>> *To:* Official Softimage Users Mailing 
>>> List.https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=j7Fek1CMAmp-pitj0OIJHRmXMbtXnBROvPPDoG56a88&s=feS6NZgMADaMrp6PBjqL_gX5haoEBAu3viWphsZ_Vzg&e=
>>> /forum/#!forum/xsi_list
>>> *Subject:* Re: Softimage - not going away...
>>>
>>> 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
>>>>>>> >>
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>>>>>
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>>>
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>
>
>
> --
> Alex Doss
> Mobile: +31 (0) 6 5437-2515
> web: www.alexdoss.com
>



-- 
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Mobile: +31 (0) 6 5437-2515
web: www.alexdoss.com
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