> On 8 May 2018, at 08:34, Matt Morris <[email protected]> wrote:
> 
> I'd certainly be down for that too :)
> 
> Hacked my way through Houdini for a volume job recently and while there's a 
> wealth of information out there its sometimes difficult to know the optimal 
> way to achieve something, and find up to date solutions for the mat context 
> instead of shops for example. Ended up back in xsi for some particle 
> behaviours as there are so many compounds I miss for randomization etc.

"Optimal way" is an elusive thing.. I keep learning new approaches for things I 
learned and now are kind of lame… (for example the constant adding colours to 
apply effects and then rename them or worse, remove the color afterwards… I do 
it now via attributes and visualisers and it is a lot more elegant)

And yes, I am not using SHOPs anymore (unless I am using Arnold)… MATs is the 
way forward and quite exciting when you realise what is in front of you.

Anyway, it is something of an ever evolving task…

Jb


> 
> 
> 
> On 8 May 2018 at 08:25, Morten Bartholdy <[email protected] 
> <mailto:[email protected]>> wrote:
> Thanks Jordi. Well, like I said – I will have to dive in to Houdini at some 
> point I guess :)
> 
> I would love a Soft2Houdini crash course :)
> 
> MB
> 
> Den 4. maj 2018 klokken 20:22 skrev Jordi Bares <[email protected] 
> <mailto:[email protected]>>:
> 
> For the sake of sharing my experiences…
> 
> On 4 May 2018, at 14:24, Morten Bartholdy <[email protected] 
> <mailto:[email protected]>> wrote:
> 
> Pardon me for intruding, but I have to agree with Jonathan here.
> 
> It used to be that developers worked to make better tools and make them more 
> accessible to the average artist (and I am not talking about Kais Powertools 
> ;), but that path seems to have been abandoned in the pursuit of better and 
> more advanced tools, and letting it up to the users to get a degree in rocket 
> science to be able to wield said tools at all
> 
> Tools are getting easier (just look at the new hair system in 16.5 vs 16.0 or 
> the new MAT context in order to blend BRDFs properly), complex things are 
> simply complex (DOPs for example) and you can’t simplify certain things 
> without loosing the whole point or it will take a lot to get there (for 
> example custom controls with DOPs records and others)
> 
> Houdini is probably the best example of this. I know a lot of effort has gone 
> in to making it more accessible, but to my knowledge it still requires a fair 
> amount of insight into expression syntax and scripting plus more than basic 
> math end vector knowhow to get even simple things done.
> 
> The fact you can add expressions in your fields (something you can’t do in 
> softimage) means you don’t need to script as much… so arguably you can choose 
> between learning simple expressions or learning to program.
> 
> Both require a certain level of simple maths involving trigonometry, vectors 
> and matrices.
> 
> I understand your position (stated in earlier threads) that the increased 
> demands on production requires more complex solutions/tools,
> 
> I would say sophisticated rather than complex… for example packed primitives 
> allow you to do things that are truly mind-bending in combination with 
> Material Style Sheets, but that does not mean they are difficult of full of 
> moving parts.
> 
> but I don't buy the premise that it also has(!) to become more difficult to 
> use.
> 
> I don’t think that either.. a good example of sophisticated tools in Houdini 
> 16 and 16.5 that are a pleasure to work are the new terrain tools… but it is 
> also true that unfortunately some problems are complex no matter what.
> 
> Good UI devs could alleviate that and make even really complex stuff 
> accessible to the least technical artist in the room if ressources were made 
> available, ie the management and dev team leads concur it would be a good 
> idea. I am going out on a limb and guessing it might often come down to this 
> – spend ressources on making the tool more accessible or spend them on making 
> more and better tools… In reality I think in all fairness they try and 
> balance it while keeping a keen eye on their userbase and potential for 
> increasing it.
> 
> With the UI and UX there is a major point Jeff Wagner explained to me long 
> time ago… Houdini is non-linear (branches splitting and mixing again) so many 
> things there can be easily put on a linear system (like Softimage) are not 
> possible in Houdini and therefore we have to accept certain limitations. 
> Exactly the same than ICE, you don’t have many tools making your live eraser 
> in terms of workflow inside ICE, you need to know what you are doing.
> 
> But it is true also that Softimage vision of ICE is a lot neater, easier and 
> element in terms of packaging functionality in ICE… A LOT BETTER IN FACT.
> 
> What remains is that people like me find Houdini way too technical for 
> practical use (the steep learning curve) and as such I have not delved into 
> it for real yet.
> 
> May be that is what makes you feel it is complex…
> 
> I will for sure, because I think it is probably the only major 3D DCC which 
> is really evolving and making groundbreaking tools available to the users, so 
> it will very likely inherit the world, but for me, and probably many others, 
> as Jonathan probably indicates, it would do so much faster if it was made 
> even easier to use :)
> 
> Agreed, there are many things that should be a lot easier because you do them 
> all the time (like path deform for example, or layering animation, or having 
> a shape manager and others) but don’t be mistaken, it is not difficult at all 
> until you need to dive in certain areas.
> 
> And that would mean I would get to spend less time in Maya which honestly 
> makes me short of breath to the point of needing to vomit, almost every day.
> 
> Well, then I can guarantee you you will age slower. ;-)
> 
> Peace and have a great weekend. jb
> 
> PS. I am thinking… would it be of interest for you guys if I talk to SideFX 
> to organise a crash course in Houdini for Softimage users? May be replicating 
> one of the old XSI tutorials live in Houdini??? I still love those tutorials… 
> remember the carnivore plant?
> 
> Just my two kr (the coin we use here)
> 
> Have a nice weekend all – Morten
> 
> Den 3. maj 2018 klokken 19:17 skrev Jordi Bares <[email protected] 
> <mailto:[email protected]>>:
> 
> And by my judgement, Houdini is no closer to being a generalist replacement 
> for Softimage.
> 
> This is what I would love to understand if you don’t mind…
> 
> jb
> 
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