It was the same in H15 so I thought it must have been reported already. But it is still there in H16. Maybe its intentional?
I can select points in the 3d view with an active UVedit SOP and then transform them in the UV View but I can't select points in the UV View which makes tweaking individual points a PITA.
Anyone else has this problem?
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Technical Discussion » Point selection does not work in UVedit SOP
- OneBigTree
- 379 posts
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Houdini Lounge » Thank You! :))
- OneBigTree
- 379 posts
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And the same in H16 using the suggest method. It not only requires more steps to achieve but also requires a lot more maintenance later on.
Houdini Lounge » Thank You! :))
- OneBigTree
- 379 posts
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Houdini Lounge » Thank You! :))
- OneBigTree
- 379 posts
- Offline
What I suggest is a selective cusping workflow. Or more generally: not have Houdini do something for me I did not ask for.
That is basically how it works elsewhere. Normals are generated automatically globally or object wise. Then I override the for specific selections but only for that selection. As long as that selection is not modified in any way it will retain its normals while the rest get updated dynamically.
That is the common workflow and there is not a lot of variety of opinions about that among traditional modellers.
The issue is not the opinion about the workflow but the fact that Houdini is new to the concept of having normals only for the visual representation of an object
During modelling the visual representation matters more than everything else. I do not need N attributes for modelling a single object. And if I do those will most likely not be the ones that are relevant for the visual representation of the mesh, like curve normals for example.
So I want to have automatically generated normals as long in the process as possible. If I put a normal SOP somewhere in my network the generates normals for the whole object, those Normals will only update when the SOP is providing the option.
Retaining the generated normals upstream IS the problem because they objectwide. I want only the override propagate upstream. Yes if the pointnumbers change for that edge I have to correct it. That is normal behavior too and the reason why adding geometry without touching that edge should not change the point numbers for it.
Working with normal SOPs is basically like working with imported geo from CAD datasets that contains so called “Custom Normals” baked into the geo. Those objects are extremely tedious to edit.
Example:
I add a normal SOP and another one early in the process to solve a single egde (which is that far to much effort and mouseclicks for one edge already) Then I have generated normals throughout the object. Now I add geometry the points of which don't have normals because they are generated later in the stream so like in the extrude SOP I have to generate them set them to the appropriate angle. Now I add bevel which seem to override the normals again so I have to add another normal SOP and so on. So I constantly have to worry about normals from then on only because I fixed one edge.
As long as I do not need the N attribute this workflow is tedious and slow and everything but fluent. I can only speak from my experience in other packages where I simply don't have to worry about normals except for one or the other odd edge here and there.
Again the simplest solution (conceptwise) would be to have the option to add (viewport) normals selectively. An option that can be turned off for all the people who want the classic behaviour which isn't even a compromise.
The best way would be to untie viewport normals completely from the whole N attribute business. And once you need the N attribute you could manually generate as usual them or have the normal SOP derive them from the viewport normals at the end of or during the modelling process. The renderer already can access viewport normals so that shouldn't be an issue but it might require a new Normal SOP. I think the gaming community would be very thankful for that where control over normals is everything. Considering that whole bunch of interactive normal editing tools that are about to come to Houdini…
In any case: I can only repeat more than two mouse clicks should not be necessary to cusp a single edge during the modelling process. And Houdini should never ever do anything I did not ask it to do. How you do that in the end is really not my concern, I know you can do it and the new tools show that you have that in mind already.
That is basically how it works elsewhere. Normals are generated automatically globally or object wise. Then I override the for specific selections but only for that selection. As long as that selection is not modified in any way it will retain its normals while the rest get updated dynamically.
That is the common workflow and there is not a lot of variety of opinions about that among traditional modellers.
The issue is not the opinion about the workflow but the fact that Houdini is new to the concept of having normals only for the visual representation of an object
During modelling the visual representation matters more than everything else. I do not need N attributes for modelling a single object. And if I do those will most likely not be the ones that are relevant for the visual representation of the mesh, like curve normals for example.
So I want to have automatically generated normals as long in the process as possible. If I put a normal SOP somewhere in my network the generates normals for the whole object, those Normals will only update when the SOP is providing the option.
Retaining the generated normals upstream IS the problem because they objectwide. I want only the override propagate upstream. Yes if the pointnumbers change for that edge I have to correct it. That is normal behavior too and the reason why adding geometry without touching that edge should not change the point numbers for it.
Working with normal SOPs is basically like working with imported geo from CAD datasets that contains so called “Custom Normals” baked into the geo. Those objects are extremely tedious to edit.
Example:
I add a normal SOP and another one early in the process to solve a single egde (which is that far to much effort and mouseclicks for one edge already) Then I have generated normals throughout the object. Now I add geometry the points of which don't have normals because they are generated later in the stream so like in the extrude SOP I have to generate them set them to the appropriate angle. Now I add bevel which seem to override the normals again so I have to add another normal SOP and so on. So I constantly have to worry about normals from then on only because I fixed one edge.
As long as I do not need the N attribute this workflow is tedious and slow and everything but fluent. I can only speak from my experience in other packages where I simply don't have to worry about normals except for one or the other odd edge here and there.
Again the simplest solution (conceptwise) would be to have the option to add (viewport) normals selectively. An option that can be turned off for all the people who want the classic behaviour which isn't even a compromise.
The best way would be to untie viewport normals completely from the whole N attribute business. And once you need the N attribute you could manually generate as usual them or have the normal SOP derive them from the viewport normals at the end of or during the modelling process. The renderer already can access viewport normals so that shouldn't be an issue but it might require a new Normal SOP. I think the gaming community would be very thankful for that where control over normals is everything. Considering that whole bunch of interactive normal editing tools that are about to come to Houdini…
In any case: I can only repeat more than two mouse clicks should not be necessary to cusp a single edge during the modelling process. And Houdini should never ever do anything I did not ask it to do. How you do that in the end is really not my concern, I know you can do it and the new tools show that you have that in mind already.
Edited by OneBigTree - Feb. 24, 2017 10:19:42
Houdini Lounge » Thank You! :))
- OneBigTree
- 379 posts
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ndicksonOneBigTreeCould you be more specific?
All we need now is something to quickly edit specific normals (cusping single edges for example) without breaking the mesh, disconnecting components or overriding/deleting automatically generated normals. Something like that should be possible with not more than 2 mouseclicks.
An option like “ignore vertices not in group” for the normal SOP would be fine. ANd a shelf tool that applies it directly to the selected edge.
In Houdini 16.0, the default behaviour if you specify an edge group is improved over previous versions. If there's no N attribute on the input, it first computes normals with no cusping, and then only cusps the normals across edge boundaries that have a greater angle across the edge than the Cusp Angle parameter, (where possible). Select the edges, Tab, “Normal” (“nor” seems to suffice), Enter, adjust the Cusp Angle (e.g. to 0 if you want to force cusping). It should also preserve cusping from upstream Normal SOPs.
We considered the option of first computing normals with a cusp angle of 60 degrees, instead of no cusping, if there's no N attribute on the geometry and then cusping further from there, but people suggested that they'd most likely want to just specify what edges they want cusped, not what edges they want cusped in addition to the automatically-cusped edges. If you do want that behaviour, though, the default Normal SOP does close to the same thing as the viewport auto-cusping, so you can put down two Normal SOPs, one with no group, and the second with an edge group.
The point of having automatically generated normals is that you don't have constantly maintain multiple normal operators. If I start dropping Normal operators that mimic the behavior of automatically the generated normals, what is the point of it all?
That is exactly what we had before. That doesn't make things easier.
So instead of generating normals without cusp when there is no N attrib it would be cool if the Normal SOP would have an option to just ignore the vertices not in the group and override only those which are in the group leaving all others automatic.
Normal DCC apps have their auto normal angle per object in one or the other way. In H16 it is global.
In XSI it is in most cases sufficient to just adjust the angel per object a bit. But every now and then you get a case where you want a single edge or two just to be cusped. That should be possible without having to drop and adjust two extra nodes. Select edge and say cusp. That is a good modelling workflow. I shouldn't have to dive in the network at all for something simple like that.
I know there is a collision between traditional modelling and H's procedural approach where Ns are used in a much greater variety of ways. But I don't think an option to not override vertex normals outside the selection would not only fit in H's concept but also enhance it.
You can see in my example the default 60° work perfect for the object except for one edge. As soon as I apply a Normal SOP for a single edge it overrides all others with something I don't want. I know I can add two N-SOPs to work around that but that means I lose the autmatic Ns and as soon as I change other part of the model I have to correct the normals for the model over and over again manually which is what raised the call for auto normals in the first place.
Edited by OneBigTree - Feb. 23, 2017 22:02:33
Technical Discussion » Help is still broken!
- OneBigTree
- 379 posts
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Christopher_R
The joys of shiny new releases. I'm still on 15.x
I have the same issues with 15.5, 15 14,5 and 14. I think that bug must have been logged a hundred times by now.
Technical Discussion » Help is still broken!
- OneBigTree
- 379 posts
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And now it broke completely.
I get this at the star of H16:
2017-02-22 19:34:20,413: Exception on /
Traceback (most recent call last):
File “DHOUDIN~1.20/python27/lib/site-packages-forced\flask\app.py”, line 1817, in wsgi_app
response = self.full_dispatch_request()
File “DHOUDIN~1.20/python27/lib/site-packages-forced\flask\app.py”, line 1477, in full_dispatch_request
rv = self.handle_user_exception(e)
File “DHOUDIN~1.20/python27/lib/site-packages-forced\flask\app.py”, line 1381, in handle_user_exception
reraise(exc_type, exc_value, tb)
File “DHOUDIN~1.20/python27/lib/site-packages-forced\flask\app.py”, line 1475, in full_dispatch_request
rv = self.dispatch_request()
File “DHOUDIN~1.20/python27/lib/site-packages-forced\flask\app.py”, line 1461, in dispatch_request
return self.view_functions(**req.view_args)
File “DHOUDIN~1.20/houdini/python2.7libs\bookish\flaskapp.py”, line 292, in show
indexer = get_indexer()
File “DHOUDIN~1.20/houdini/python2.7libs\bookish\flaskapp.py”, line 896, in get_indexer
staticdir=static_dir)
File “DHOUDIN~1.20/houdini/python2.7libs\bookish\search.py”, line 223, in __init__
if not index.exists_in(indexdir, indexname=indexname) and create:
File “DHOUDIN~1.20/houdini/python2.7libs\whoosh\index.py”, line 136, in exists_in
ix = open_dir(dirname, indexname=indexname)
File “DHOUDIN~1.20/houdini/python2.7libs\whoosh\index.py”, line 123, in open_dir
return FileIndex(storage, schema=schema, indexname=indexname)
File “DHOUDIN~1.20/houdini/python2.7libs\whoosh\index.py”, line 421, in __init__
TOC.read(self.storage, self.indexname, schema=self._schema)
File “DHOUDIN~1.20/houdini/python2.7libs\whoosh\index.py”, line 664, in read
segments = stream.read_pickle()
File “DHOUDIN~1.20/houdini/python2.7libs\whoosh\filedb\structfile.py”, line 245, in read_pickle
return load_pickle(self.file)
AttributeError: ‘module’ object has no attribute ‘W3Segment’
I do not see a newer build than the release. So no fix obviously.
The search function for the online Docs on the Sidefx website does not return any results. At all.
The smilies in the text say it all.
I get this at the star of H16:
2017-02-22 19:34:20,413: Exception on /
Traceback (most recent call last):
File “DHOUDIN~1.20/python27/lib/site-packages-forced\flask\app.py”, line 1817, in wsgi_app
response = self.full_dispatch_request()
File “DHOUDIN~1.20/python27/lib/site-packages-forced\flask\app.py”, line 1477, in full_dispatch_request
rv = self.handle_user_exception(e)
File “DHOUDIN~1.20/python27/lib/site-packages-forced\flask\app.py”, line 1381, in handle_user_exception
reraise(exc_type, exc_value, tb)
File “DHOUDIN~1.20/python27/lib/site-packages-forced\flask\app.py”, line 1475, in full_dispatch_request
rv = self.dispatch_request()
File “DHOUDIN~1.20/python27/lib/site-packages-forced\flask\app.py”, line 1461, in dispatch_request
return self.view_functions(**req.view_args)
File “DHOUDIN~1.20/houdini/python2.7libs\bookish\flaskapp.py”, line 292, in show
indexer = get_indexer()
File “DHOUDIN~1.20/houdini/python2.7libs\bookish\flaskapp.py”, line 896, in get_indexer
staticdir=static_dir)
File “DHOUDIN~1.20/houdini/python2.7libs\bookish\search.py”, line 223, in __init__
if not index.exists_in(indexdir, indexname=indexname) and create:
File “DHOUDIN~1.20/houdini/python2.7libs\whoosh\index.py”, line 136, in exists_in
ix = open_dir(dirname, indexname=indexname)
File “DHOUDIN~1.20/houdini/python2.7libs\whoosh\index.py”, line 123, in open_dir
return FileIndex(storage, schema=schema, indexname=indexname)
File “DHOUDIN~1.20/houdini/python2.7libs\whoosh\index.py”, line 421, in __init__
TOC.read(self.storage, self.indexname, schema=self._schema)
File “DHOUDIN~1.20/houdini/python2.7libs\whoosh\index.py”, line 664, in read
segments = stream.read_pickle()
File “DHOUDIN~1.20/houdini/python2.7libs\whoosh\filedb\structfile.py”, line 245, in read_pickle
return load_pickle(self.file)
AttributeError: ‘module’ object has no attribute ‘W3Segment’
I do not see a newer build than the release. So no fix obviously.
The search function for the online Docs on the Sidefx website does not return any results. At all.
The smilies in the text say it all.
Edited by OneBigTree - Feb. 22, 2017 13:36:23
Houdini Lounge » Thank You! :))
- OneBigTree
- 379 posts
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ndickson
Haha, glad to hear it! No more boxes shaded like spheres.
Mantra also defaults to auto-generating vertex normals now, but on the Houdini side at the moment, (so it doesn't yet work for geometry in packed disk primitives). There are similar render parameters that you can add on the Mantra ROP or objects to control the auto-generated normals on a per-object basis for Mantra.
All we need now is something to quickly edit specific normals (cusping single edges for example) without breaking the mesh, disconnecting components or overriding/deleting automatically generated normals. Something like that should be possible with not more than 2 mouseclicks.
An option like “ignore vertices not in group” for the normal SOP would be fine. ANd a shelf tool that applies it directly to the selected edge.
Edited by OneBigTree - Feb. 22, 2017 13:11:21
Technical Discussion » Help is still broken!
- OneBigTree
- 379 posts
- Offline
Guys, really?
Help pane does not open randomly.
Help does not open in browser when Help pane is closed.
Help pane opens blank randomly, if at all.
We have this over at least 3 major versions now. It is extremely frustrating annoying and tedious for someone who tries to learn Houdini.
16 is such a brilliant release but the simple things are a PITA.
Help pane does not open randomly.
Help does not open in browser when Help pane is closed.
Help pane opens blank randomly, if at all.
We have this over at least 3 major versions now. It is extremely frustrating annoying and tedious for someone who tries to learn Houdini.
16 is such a brilliant release but the simple things are a PITA.
Houdini Lounge » Houdini 16
- OneBigTree
- 379 posts
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ThomasHelzleYou mean the smilies?
Getting a “No Qt binding were found” error when starting H16 on Windows 8.1 x64.
File “Mouse Event Handler”, line 1, in <module>
File “CGrafik/SIDEEF~1/HOUDIN~1.20/houdini/python2.7libs\nodegraph.py”, line 4, in <module>
import nodegraphbase as base
File “CGrafik/SIDEEF~1/HOUDIN~1.20/houdini/python2.7libs\nodegraphbase.py”, line 5, in <module>
import nodegraphutils as utils
File “CGrafik/SIDEEF~1/HOUDIN~1.20/houdini/python2.7libs\nodegraphutils.py”, line 5, in <module>
from hutil.Qt import QtCore
File “CGrafik/SIDEEF~1/HOUDIN~1.20/houdini/python2.7libs\hutil\Qt.py”, line 393, in <module>
cli(sys.argv) if __name__ == “__main__” else init()
File “CGrafik/SIDEEF~1/HOUDIN~1.20/houdini/python2.7libs\hutil\Qt.py”, line 366, in init
raise ImportError(“No Qt binding were found.”)
ImportError: No Qt binding were found.
What's up with that?
Cheers,
Tom
Houdini Lounge » Thank You! :))
- OneBigTree
- 379 posts
- Offline
This tiny thing will have a huge impact on my Houdini usage! Thank you so much for that. I'm another step closer to a full license
Technical Discussion » UV Brush Operation snaps back to Drag
- OneBigTree
- 379 posts
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I'm really not making this up. After I wrote the above post I opened houdini to try something. And this happened. See attachment. The same happened in the UV edit node a few days ago. But there it only updated when I modified the softselection radius. This is a superbasic operation and it is bugged. What can I say…
Edited by OneBigTree - Feb. 17, 2017 21:10:41
Technical Discussion » UV Brush Operation snaps back to Drag
- OneBigTree
- 379 posts
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ArtyeOneBigTree
This is an example how a typical Houdini session usually goes for me. So I honestly wonder how anyone can do serious work with it. This is not an insult but normal question.
Quite simply - it makes money for us - we work around any issues the software has and report them when that's worth the time and effort. If you apply the same logic to yourself you wouldn't spend anymore time with it as it doesn't make you any money.
I have no doubt that H makes money for you. The question is, could you make more money with a software that doesn't require so many workarounds and reports?
And yes, you are exactly right the question I have to ask myself is why would I want to use it, If I can most of the things it does quicker in XSI? Or in Cinema or Maya? At the moment there is only one answer: I love Houdini. But every time I use my limited time (because I actually have to earn money)to try to get closer and deeper into Houdini after half an hour I stumble over some tripwire that makes me use the small window I have to actually learn the software to figure out where the docs are wrong, if it is really a bug, find a work around or actually report something. And by the time all this is done I have to go back to work.
I am literally trying to get used to houdini since the apprentice edition came out. But it has so many tripwires that it makes maya look like a golf court lawn. I switched from 3ds max to XSI in 2 months when the essentials came out - during production.
So if I am being testy and annoyed than because I do not understand why it seems to be that hard to make at least the basic parts of this software stable, reliable and accessible so people can start doing simple project with it to actually make this investment pay for itself. I am buying my annual indie license regularly and haven't found a use for it in a paid project because I simply can't risk any of the glitches I encounter with even the simplest scenes in a paid project with a fixed tight schedule. All the finest nodes and functions are nothing if you can't use them quickly and reliably and if you actually have to ask in a forum how to use them.
PS: the list of things that happened to me during my latest session isn't even complete. I might be recording the next ones.
Edited by OneBigTree - Feb. 17, 2017 20:50:38
Technical Discussion » UV Brush Operation snaps back to Drag
- OneBigTree
- 379 posts
- Offline
In Case anyone wonders why I am so testy about the reliability of this software, here's some of the things that happened all in one day of trying to work with Houdini:
1 Encountered a wrong description of a feature in the Docs (creating Subnets)
2 Discovered a feature that behaves like a bug because of misleading and incomplete description in the docs
3 While working on a model Polybevel stopped working altogether. (edges selected, SOP applied but no bevel, no matter what)
4 While working on a model I accidentally clicked the Cusp SHelf tool which completely broke my model (No Cusp SOP applied but every single Polygon in a single group, all previous groups from other SOPs gone and no way of getting them back by Undo or reaplying the SOP)
5 UV Brush ceases to work randomly even with the correct settings (see attchment)
This is an example how a typical Houdini session usually goes for me. So I honestly wonder how anyone can do serious work with it. This is not an insult but normal question.
1 Encountered a wrong description of a feature in the Docs (creating Subnets)
2 Discovered a feature that behaves like a bug because of misleading and incomplete description in the docs
3 While working on a model Polybevel stopped working altogether. (edges selected, SOP applied but no bevel, no matter what)
4 While working on a model I accidentally clicked the Cusp SHelf tool which completely broke my model (No Cusp SOP applied but every single Polygon in a single group, all previous groups from other SOPs gone and no way of getting them back by Undo or reaplying the SOP)
5 UV Brush ceases to work randomly even with the correct settings (see attchment)
This is an example how a typical Houdini session usually goes for me. So I honestly wonder how anyone can do serious work with it. This is not an insult but normal question.
Technical Discussion » UV Brush Operation snaps back to Drag
- OneBigTree
- 379 posts
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ArtyeOneBigTree
This is the most buggy software I have ever encountered. Every time I start playing with it I find something. And I am just learning. How can that be I mean there are people working every day with Houdini. Are these guys not using the tool? Or are they just not reporting?
We actually report bugs and workflow issues without insulting people. You may want to try that.
How did I insult anybody? I don't have a signature like yours….
Edited by OneBigTree - Feb. 13, 2017 14:52:17
Technical Discussion » UV Brush Operation snaps back to Drag
- OneBigTree
- 379 posts
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Thanks guys.
Choosing the operation by right clicking works, but smooth doesn't do anything.
Locking the parameter in the panel doesn't help because if I do that the nothing works anymore.
Will report as bug.
This is the most buggy software I have ever encountered. Every time I start playing with it I find something. And I am just learning. How can that be I mean there are people working every day with Houdini. Are these guys not using the tool? Or are they just not reporting?
Edit: It turns out, this is not a bug at all. This is un-intuitive UI design and lack of user guidance.
There is an options panel for the brush but guess what, this is not where you make the settings for the brush as anyone would expect. Instead this is just an additional option for the settings you do in the rightclick menu.
I really wonder how a team of geniuses can come up with something like that.
Back to XSI once again.
Choosing the operation by right clicking works, but smooth doesn't do anything.
Locking the parameter in the panel doesn't help because if I do that the nothing works anymore.
Will report as bug.
This is the most buggy software I have ever encountered. Every time I start playing with it I find something. And I am just learning. How can that be I mean there are people working every day with Houdini. Are these guys not using the tool? Or are they just not reporting?
Edit: It turns out, this is not a bug at all. This is un-intuitive UI design and lack of user guidance.
There is an options panel for the brush but guess what, this is not where you make the settings for the brush as anyone would expect. Instead this is just an additional option for the settings you do in the rightclick menu.
I really wonder how a team of geniuses can come up with something like that.
Back to XSI once again.
Edited by OneBigTree - Feb. 13, 2017 12:13:06
Technical Discussion » UV Brush Operation snaps back to Drag
- OneBigTree
- 379 posts
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No matter what operation I chose in the UV Brush settings, as soon as I start brushing the Operation snaps back to “Drag”.
Again the question: Am I missing something? Anyone can confirm this? I have not special scene for it.
Just create a sphere put a polar projection on it and activate UV-Brush.
Again the question: Am I missing something? Anyone can confirm this? I have not special scene for it.
Just create a sphere put a polar projection on it and activate UV-Brush.
Edited by OneBigTree - Feb. 10, 2017 15:27:11
Technical Discussion » Collapse to subnet issue
- OneBigTree
- 379 posts
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I am trying to organize a large number of objects by combining selections on the scene level to subnets.
No matter what I do the “collapse to subnet” command only adds one single object to the subnet.
This seems to be the case on scene and object level. So even combining parts of a network into a subnet doesn't work for me.
Am I missing something or is this a bug? Is there a special method of selection for that?
my version is 15.5.717
Thanks in advance
Edit: I turns out the DOCs are misleading. Right clicking over a nodes indeed packs the one node in the subnet. To colapse multiple nodes in a subnet I have to right click in the network editor NOT over a node and choose “collapse”. This is not mentioned in the DOCs.
Support will get it fixed.
No matter what I do the “collapse to subnet” command only adds one single object to the subnet.
This seems to be the case on scene and object level. So even combining parts of a network into a subnet doesn't work for me.
Am I missing something or is this a bug? Is there a special method of selection for that?
my version is 15.5.717
Thanks in advance
Edit: I turns out the DOCs are misleading. Right clicking over a nodes indeed packs the one node in the subnet. To colapse multiple nodes in a subnet I have to right click in the network editor NOT over a node and choose “collapse”. This is not mentioned in the DOCs.
Support will get it fixed.
Edited by OneBigTree - Feb. 9, 2017 14:35:19
Houdini Lounge » Making Houdini more friendly to new users
- OneBigTree
- 379 posts
- Offline
Ralph Pinel
I'm a new user and none of these issues would be on my list. I think you may have spent to much time on a package that's only development was interface tinkering. AD comes to mind.
If I could some up the learning curve for Houdini.
First, you migrate from another package, 3dsMax in my case.
You start to do some tutorials and you think, why so complicated. Then a little further down the road the procedural penny drops. When you start to understand and use expressions… the door closes on ever returning to your old app.
The last thing you're concerned about is the colour of the background. Trust me, just persist with your learning, you won't regret it.
The one thing I would like to see is Mantra on a GPU… Although Vray is coming.
Interface tinkering has its reasons. It is the part of the software that defines the user experience and the Joy of using a software. Also it defines efficiency. Not one of H's strengths if you ask me. You need a lot of unnecessary mouseclicks for everything (up to 1.5.) so defaults that prevent that are really helpful.
To be able to follow that thought I encourage you to at least try to do projects in all available packages. Only then you'd be able to judge where houdini stands.
Some people think easy handling is “posh” and convenience is for babies. The opposite is true. Convenience helps making money.
Also I recommend trying Redshift for houdini. I simplifies shading a lot and is fast as hell.
Edited by OneBigTree - Feb. 8, 2017 15:26:13
Houdini Lounge » Modeling Toolbox
- OneBigTree
- 379 posts
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vuxWhy?
Modeler on touch devices. I will recommend to use Modeler only with touch devices and remove keyboard with mouse)
https://vimeo.com/200210023 [vimeo.com]
A great tool with limitations implemented? What kind of geometry are you supposed to create? Low poly only?
With a 4gb tablet? Or do I have to buy a wacom to use this tool?
Why not just a tool that everyone can use? The way they are used to work?
That must be Houdini thinking
Edited by OneBigTree - Jan. 25, 2017 07:48:30
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