below

> On 12 May 2018, at 23:26, Matt Lind <[email protected]> wrote:
> 
> I wouldn't steer towards uber nodes. The larger a node gets, the more 
> maintenance it requires and more taxing it becomes as a bottleneck. If a node 
> gets too big, you may end up with a situation where it becomes really popular 
> from having a larger feature set and everybody and his cousin uses the node 
> in every project. At that point the node can become an albatross around the 
> developer's neck because any tweaks to the node could cause negative ripple 
> effect throughout the community should something go wrong. The whole point of 
> having a node system is to guard against that scenario by distributing the 
> workload and only use the features you need. Uber nodes would automatically 
> add bloat to your workflow from the many features you often wouldn't use but 
> have to come along for the ride.
> 
I was referring to the kind of “uber node” you find in Softimage where you 
don’t have to do all the heavy lifting… certainly I agree with you, monolithic 
Albatros is not the idea of uber-node I had in mind. :-)

> I think what's needed are more dedicated nodes for modeling, texturing, and 
> animation tasks to fill in the current voids. There also needs to be some 
> more UI polish to work with modeling and character animation workflows. Both 
> are merely the base level adequate. They need to improve into good or great.
> 
My take is that in order to compete in the modelling market the edit SOPs and 
the Retopo SOP will have to be extended to bring a lot more functionality and 
this is where I see the non-procedural approach acceptable. Right now these are 
very limited compared with Softimage.
> Houdini needs a few modules to account for workflows where a node base system 
> simply doesn't make any sense or provide advantage. Think pushing and pulling 
> points on geometry to sculpt a character, or tweaking texture UVs for game 
> assets. Building a network with hundreds of nodes containing all the tweaks 
> is counter productive beyond a handful.  It would be better to make a 
> dedicated user interface to work on that task in long session form, then 
> merely bake out the stack of tweaks as a single node in the tree when all is 
> said and done – or something to that effect. Perhaps the user would apply 
> markers to decide how many tweaks can be bundled together as a single node 
> upon completion in the same fashion a user can define an arbitrary point as a 
> restore point when updating Windows.
> 
We are on the same page here as well.
> The FCurve editor is mostly OK, but the layout of tools on all sides of the 
> windows needs a rethink. While they're making good use of screen space, it 
> puts more burden on the mind of the user to keep track of all the tools and 
> be more conscious of pointing and clicking with the mouse when tweaking 
> FCurve Key values so as to avoid inadvertently clicking a tool placed on the 
> perimeter of the FCurve editing workspace. Sometimes it's better to have 
> emptiness on one or more sides of the workspace.
> 
Indeed, this is really user experience refinements rather than anything else, 
imho it is quite good already and love the grouping system. Dopesheet needs 
some love though.
> What needs most attention is management of large networks of ops as when 
> dealing with character rigging as you need some degree of assessment of how 
> the character's parts are hooked up to function. A schematic view makes that 
> fairly straightforward and the parts that are overdriven by expressions or 
> other tools are easy enough to locate with arrows and wires connecting them. 
> Doing the same in Houdini on a complex character is quite a chore as the 
> trees of nodes don't necessarily illustrate the patterns of parent/child 
> relationship or trickle down behavior one would expect to be able to follow. 
> This makes the process of rigging a bit counter-productive from an 
> organizational standpoint and puts extra burden on new users or users who 
> haven't seen the asset before and need to become familiar with it before they 
> begin work. It requires a great deal more study to get up to speed.
> 
Do you know about the “show dependencies” right?
> What most non-technical artists complain about is the lack of attention to 
> detail in getting boiler plate tasks done. Not because the application isn't 
> capable, but because it requires a lot more time and energy than should be 
> necessary. It's kind of like having to rebuild your car from scratch every 
> time you want to go grocery shopping. Even if all you have to buy is a carton 
> of milk, the effort to get there is just not worth it. Furthermore, the 
> houdini manuals aren't particularly good at describing how to make use of the 
> system for these types of tasks.
> 
I am not saying you are wrong but… could you point to some? I would love to 
analyse those and may be we can find ways to address those and minimise the 
friction.
> There's documentation on individual nodes and interfaces, but there really 
> isn't anything to tie it all together in a harmony that makes sense to the 
> end user. One hand isn't talking to the other. I am a technical user and 
> found this to be the most frustrating part of learning Houdini. While there 
> are videos, the last thing I want to do is spend hours and hours scrubbing 
> through videos to find the one nugget I need to get to the next step of the 
> task.
> 
Very much agree the documentation efforts need a further push… these have been 
left behind by the rapid development and lost tons of examples that helped a 
lot.
> I would like to use Houdini, but am choosing to not pursue it until I see 
> more adoption for character and modeling work.
> 
FYI I am rigging and animating a human character in Houdini as we speak... For 
a film.

jb

> Matt
> 
> Message: 1 Date: Sat, 12 May 2018 09:34:28 +0100 From: Jordi Bares 
> <[email protected]> Subject: Re: Houdini : non VFX jobs? To: "Official 
> Softimage Users Mailing List.
> 
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>  <[email protected]>
> 
> Message-ID: <[email protected]> Content-Type: 
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> 
> @Matt, Exactly my thoughts (but clearly better explained)
> 
> I would certainly advocate to improve things in terms of node functionality 
> or assisting better in certain aspects (blend shape manager, exporting 
> bundles in and out, or adding hierarchical overrides in takes, or adding 
> certain tools we use every single day, or bringing more ?uber nodes? to VOPs 
> so we don?t have to be so granular) but always without sacrificing 
> proceduralism or breaking their core design.
> 
> Jb
> 
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