Houdini 17

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julca
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Re: Houdini 17

Post by julca » 09 Oct 2018, 17:37

Mathaeus wrote: 09 Oct 2018, 15:48 About motion graphics in Houdini, if you don't have a time but you do have some kind of influence, perhaps is good idea to present your list of typical tasks to authors of MOPs. MOPs is one of rare specialized solutions for H. One huuuuge problem of Houdini is almost non existent audience of end users. Half of Houdiniers wants to be authors of some great and unique solution, another half are just ignorant optimists. There is no even a decent and finished tree generator to find, as an ordinary example of procedural approach.
Hi @Mathaeus,

About Tree there is :
https://gumroad.com/l/zWFNX
And also as source of inspiration this :
There also the native L-System, but never tested.

I remember the good T-Gen we have in soft.. Anyone know what are doing the autor now (Yes, I'm a fan of T-Gen : simple and very good !) ?

About Motion Graphics : Yes there MOP that can be a good start-up.
I very recently do simple motion graphic text from scratch in sop, simply with some nodes ("for each" by connectivity, "transform" and "retime") and that's really efficient !

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Rork
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Re: Houdini 17

Post by Rork » 09 Oct 2018, 18:07

jamination wrote: 09 Oct 2018, 00:17 I do a lot of character animation which is why I am so reluctant to switch to anything. I would like to add some special effects stuff in addition, fire, smoke, basic collision type stuff, nothing too complicated. I am finding that I have more and more trouble keeping my Momentum license working. I thought Houdini "might" be good for those things, but to be truthful I don't want a HUGE learning curve, I just don't have the time, I am already too busy. I love to work with ICE and I am comfortable using it to my abilities, I do also a lot of motion graphics stuff which I find ICE perfect for. I have tried to use the mograph stuff in C4D, however I find it a bit limiting and I have much more control using ICE.
For character animation, Houdini isn't there yet imho, although in v17 there is another set of nice tools to be found. But compared to the vast amount of tools and plugins to be found for Maya, there's some work to be done.
e.g. MGear is just awesome, and easily combined with caching tools or ATOM, you can quickly set up rigs and start animation or swapping data.
As much as most of us like to hate AD and/or Maya, it IS the animation standard in the industry.

Looking at doing animation in C4D, especially character animation, is quite the pain.
Workflow isn't really optimized towards that kind of animation, and working with the animator curve editor and UI is just horribly painful...

Houdini, at least for the time being, will be something running next to the software most of us are already using. Great for the FX stuff, and or connecting HDA's via the Engine.
With all the new game tools coming out, I also see a great usage of Houdini related to realtime stuff and games.

I do like all the new stuff they're doing with modeling, animation tools etc., but for me it's still slower compared to 'old school' workflows.
With H17 around the corner for download I suggest start kicking the tires, and slowly move over some of the workflows, or at least test some stuff to see if it fits you and your studio.

As someone said, Houdini almost never crashes, and the procedural nature does comes in handy on larger projects, where the director wants to do 'last minute changes' without breaking the whole pipeline. ;)
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!

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Mathaeus
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Re: Houdini 17

Post by Mathaeus » 09 Oct 2018, 21:08

julca wrote: 09 Oct 2018, 17:37
Mathaeus wrote: 09 Oct 2018, 15:48 About motion graphics in Houdini, if you don't have a time but you do have some kind of influence, perhaps is good idea to present your list of typical tasks to authors of MOPs. MOPs is one of rare specialized solutions for H. One huuuuge problem of Houdini is almost non existent audience of end users. Half of Houdiniers wants to be authors of some great and unique solution, another half are just ignorant optimists. There is no even a decent and finished tree generator to find, as an ordinary example of procedural approach.
Hi @Mathaeus,

About Tree there is :
https://gumroad.com/l/zWFNX

I don't think so. Everyone (or almost everyone) can do a plain randomized distribution across 4-5 levels in one evening or so.''Decent'' means at least an ability to have an uniform surface of trunks, not overlapping cylinders or things like Polywire SOP. And other features as well, let's say the Grove for Blender could be a reference of 'decent' (it's not fast, but anyway). But, yeah, a lot of work is needed for something like Grove, most likely is not possible to justify a such investment in micro community like Houdini, so it goes back to chicken-egg problem, no artists - no specialized development = everyone has to build everything from scratch.

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Re: Houdini 17

Post by Bullit » 09 Oct 2018, 23:27

NNois wrote: 09 Oct 2018, 17:13
Bullit wrote: 09 Oct 2018, 16:19 I live on plugins since i started in 3D 20 years ago, most of them made possible to make projects fast and well. No, that is not a "fact and reality."
If you're working for a living, producing and workarounding with plugins fine.
But actually, I was thinking Softimage people was part of a different style, ones who actually care about a well-developed software, capable out-of-the-box of everything without plugins (ok Arnold saves us and is an exception) ;-)
I wasn't even talking for Softimage, but did you forgot about Motozoid several great ones, Exocortex Momentum, Redshift ?

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Re: Houdini 17

Post by NNois » 20 Oct 2018, 22:51

Hey guys this guy does it " temporary pivot with alt key " !!!
https://www.patreon.com/posts/modeler-volatile-22099880

he says
https://www.sidefx.com/forum/topic/5324 ... ost-262905
Yes I did it long time ago) Also in 2.0 you can change position and orientation of transform handles easier than in XSI
very cool

julca
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Re: Houdini 17

Post by julca » 22 Oct 2018, 15:36

Cool ! Thank you for the info @NNois !

You also could be interested by the post (the second message) of Scott Keating on this thread :
https://www.sidefx.com/forum/topic/58463/

He talk about all this kind of behavior (transient multi snap and transient handle/pivot) that will be "tackle in future updates" :ympray: .

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