Make Houdini front end as smooth as blender.

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User interface of Houdini is laggy.

Moving windows is not as efficient as blender. It's not drag and drop but I specifically have to customize window by scrolling and closing tabs.

Please make it just like blender.

I'm not asking redesign. Houdini has perfect design but not efficiency when it comes to UI.

It's laggy and inefficient.

I want to drag and drop windows. It should take less then 10ms time and one drag and drop operation.

I really appreciate the awesome jobs you devs are doing. I switched from blender to Houdini because of its pure superiority when it comes to control, non destructive workflow, easy to learn, and efficient workflow.

I just miss 1 thing from blender it's drag and drop window operation. And smoothness of front end.

I have noticed one thing. The front end is dependent on backend when it comes to response. Or maybe it's just me.

I want the window customization happening while operation still happens.

Navigation and UI customize should still be accessible with 100% smoothness while memory and CPU is taken by operations I'm performing such as rendering.

User interface and Viewport3D navigation system should have its own reserve memory separated aside. So software is still smooth.

To solve multiple command issue. You just show a pop up down in the right corner of the software. Operations cannot be added while Its performing previous ones. Something like it.

But I'm still navigating the viewport in 3D space and UI is 100% responsive.

Can you imagine how cool that will be.

I'm not a dev but you guys developing the software, are magician. And there is no doubt about that.

This is a sincere request from a fan to sidefx devs.

Thank you.
Edited by slmn2003 - Dec. 7, 2025 22:13:15
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I usually don't engage this kind of mumbletalk, BUT Sidefx, please, don't make it efficient like Blender.

A sincere request
Edited by djorzgul - Dec. 9, 2025 17:12:27
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djorzgul
I usually don't engage this kind of mumble, BUT Sidefx, please, don't make it efficient like Blender.

A sincere request


What is it about my request you didn't like?

If you didn't understand what I said then you can just ignore the post.
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I find that spending 10 minutes in 3dsmax instantly improves any other software's UI-performance!
More code, less clicks.
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Jonathan de Blok
I find that spending 10 minutes in 3dsmax instantly improves any other software's UI-performance!

I agree with you. I was just asking for speed. Houdini is in a league of its own and its the best ever thing i ever found for me. My system just isn't that good or powerful that's why i made that request. djorzgul didn't get it.
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I like both them , like coffe and tea.
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The problem isn't with the windows. What is an interface? User interaction. What distinguishes a good interface from a bad one? A good interface means important information is right in front of you or accessible with minimal movement, information is sorted by importance/relevance, you don't have to guess what you're seeing, everything is intuitively located, and you can easily get something with one click. A bad interface, on the other hand, forces you to guess what you're seeing, search for information, make unnecessary clicks, it's impossible to drag and drop from A to B, and you have to type a lot.
What do we have in Houdini? Turn on 4K and you won't be able to discern any arrows, axes, text, or numbers. Even the geometry information is written in white on light gray—completely indistinguishable. The axes blend into the background depending on the theme. And changing the color—you can't do it without AI. The fonts are unsmoothed and are hard on the eyes, and the column separators in the tables are invisible. Important information in parameters is compressed into tiny fields, but there's a lot of empty space around it. A long string in a parameter? We'll show the least important part and hide the important one. Important viewport behavior is sometimes hidden in a very distant menu you'd never guess about. Thin lines between nodes are barely visible and dissolve if you create colored groups (I forgot what they're called). It's barely possible to tell which node is active. This is a very strange pixel-saving approach that makes users' eyes hurt. Do you often need to write long attribute names? Then dragging the name from the table will be prohibited. Type like a typist. And so on. The Houdini interface as a user experience is very poor, way too far into the red for me. I don't think dragging windows or changing icons will change the user experience. The very ideology of user interaction here is completely outdated. We waited ten years for the floating gnomon to get bigger. Now we have to wait ten years for it to go from 1 pixel thick to 2 pixels? I'm a big believer in ruthlessly improving the Houdini interface.
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I think the discussion is mixing UI and UX together.

The original post is mostly about UX/performance
responsiveness, smooth window dragging, viewport interaction during heavy operations, etc.

The later replies are more about UI/readability
fonts, contrast, spacing, visibility, information hierarchy.

For me personally the UI is mostly fine, but the UX is really lacking in some areas. For example, the SideFX Labs reset viewport tool should not be as essential as it currently is for me. I run into many situations during the day where the viewport stops displaying things correctly and I have to reset it.

That kind of issue should not happen this often in a package like Houdini.
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NO!

thats like going back in time to medival! no no no!!!!

blender UI is horrible!!! the worst of all the 3D apps. that why it hasn't had the increase of users.
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