Yep that's the link. Thanks Tom.
The opTransform_ql node that I used in the example turned out to be a fairly simple implementation of an inline VEX code snippet. I believe it was just a single line calling the built-in opTransform() function. Still, had I not installed qLib, it probably would have taken me awhile to figure it out :wink:
The qLib collection is really stellar and gives you a whole slew of useful compounds. Having said that, I'm trying to refrain from relying on them so that I can make sure to learn the fundamentals of Houdini in a deeper way. It's good to know there's stuff like that out there though.
I was only made aware because of this useful thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31366 [sidefx.com]
One other thing that took me awhile to figure out, was the proper way to deal with the interchange of strings and numerical values in the expression fields…that is, dealing with backticks and such. It was crucial to get a solid grip in order to control the flow of expressions from the digital asset on through to the sop and vop nodes. I won't go into it here, but those that dive into creating digital assets will certainly stumble upon it. Nothing like good old fashioned trial and error.
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SI Users » Recreating ICE's "Modulate by Null"
- Keith Johnson
- 30 posts
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SI Users » Recreating ICE's "Modulate by Null"
- Keith Johnson
- 30 posts
- Offline
Hey thanks guys. Yeah, learning Houdini definitely is a process for sure, but at least the experience with ICE is a solid primer for understanding key concepts.
I think my eventual goal in all of this is not to translate Softimage into a Houdini environment, but rather, to look beyond both packages to the raw math that drives everything, and then just build some tools to manipulate the math. Yes, Houdini does some things differently than SI, but at least there are hardly any barriers to cleanly manipulating the data. I mean, just that fact that you can write inline VEX code to create a custom VOP without resorting to externally compiled c++ is pretty enticing (I am not a coder, so both of these could very well be a stretch for me!)
I'll be the first to admit that it took me a painfully long time to really understand how ICE worked. One day it just clicked after working tutorials for weeks. I'm assuming the process with Houdini will be similar.
My eyes are starting to bleed from watching so many tutorials, but things are starting to make sense. I hope to quickly get beyond the simple things like the interface, various panel displays, menu options, and keyboard shortcuts - build a little muscle memory - so I can really get into the good stuff.
It's like learning a musical instrument - it takes time.
I think my eventual goal in all of this is not to translate Softimage into a Houdini environment, but rather, to look beyond both packages to the raw math that drives everything, and then just build some tools to manipulate the math. Yes, Houdini does some things differently than SI, but at least there are hardly any barriers to cleanly manipulating the data. I mean, just that fact that you can write inline VEX code to create a custom VOP without resorting to externally compiled c++ is pretty enticing (I am not a coder, so both of these could very well be a stretch for me!)
I'll be the first to admit that it took me a painfully long time to really understand how ICE worked. One day it just clicked after working tutorials for weeks. I'm assuming the process with Houdini will be similar.
My eyes are starting to bleed from watching so many tutorials, but things are starting to make sense. I hope to quickly get beyond the simple things like the interface, various panel displays, menu options, and keyboard shortcuts - build a little muscle memory - so I can really get into the good stuff.
It's like learning a musical instrument - it takes time.
SI Users » Recreating ICE's "Modulate by Null"
- Keith Johnson
- 30 posts
- Offline
Hi guys, Since I use ‘Modulate by Null’ so extensively in ICE, and I couldn't really find an equivalent tool out of the box in Houdini, I figured I'd take a stab at creating my own.
This was really a learning process for me, and I thought it may be helpful for those making the transition to Houdini - so I recorded a video explaining how I made the digital asset, and how to use it in a variety of situations. Apologies for it being so long, but hopefully some people will find it useful:
https://vimeo.com/93915199 [vimeo.com]
**The video is a bit blurry due to vimeo's downrez compression. If you have issues with that you can always download the source file which is much crisper.
I'm really new to Houdini, so please forgive the stumbles.
Also, you'll find the digital asset attached to this post. Cheers, and by all means, let me know if this can be done in a more elegant way.
This was really a learning process for me, and I thought it may be helpful for those making the transition to Houdini - so I recorded a video explaining how I made the digital asset, and how to use it in a variety of situations. Apologies for it being so long, but hopefully some people will find it useful:
https://vimeo.com/93915199 [vimeo.com]
**The video is a bit blurry due to vimeo's downrez compression. If you have issues with that you can always download the source file which is much crisper.
I'm really new to Houdini, so please forgive the stumbles.
Also, you'll find the digital asset attached to this post. Cheers, and by all means, let me know if this can be done in a more elegant way.
SI Users » 6/7 weeks in, thoughts using Houdini?
- Keith Johnson
- 30 posts
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In general, I'm really liking it. I had always been intimidated to learn Houdini, but now after trying out all the other alternatives, I am feeling more and more like this is the software for me.
The main reason, is because of it's clear and logical core workflow. I've been following all the other threads about making Houdini a better modeler, or improving its animation tools - and don't get me wrong, I agree with the majority of those statements, but, I'm mainly choosing Houdini because the way it processes data is so clear and logical, which is ironic, given the manner in which you can create incredibly complex networks, but built from very simple blocks - it is very Nuke-like…another plus.
So, after 6-7 weeks, I'm feeling pretty comfortable - at least understanding what's going on and how to utilize the core workflow (which is really just about passing data around). I feel like I could open up someone else's finished scene and reverse-engineer it to gain more knowledge and insight. I've realized it takes a relatively short amount of time to understand how everything generally works, and of course a lifetime to properly master it.
I just don't think I can go back to software built on black boxes and plugins. And I'm not interested in becoming a hard-core coder, so Houdini's nodes, expressions, networks, and digital assets make the most sense - for now. Having said that, I'm also usually working as more of an artist/generalist, so I GREATLY value tools that are quick, intuitive and elegant, while remaining powerful.
I'm looking forward to continue learning as much as possible, and can't wait to see how Houdini continues to improve.
The main reason, is because of it's clear and logical core workflow. I've been following all the other threads about making Houdini a better modeler, or improving its animation tools - and don't get me wrong, I agree with the majority of those statements, but, I'm mainly choosing Houdini because the way it processes data is so clear and logical, which is ironic, given the manner in which you can create incredibly complex networks, but built from very simple blocks - it is very Nuke-like…another plus.
So, after 6-7 weeks, I'm feeling pretty comfortable - at least understanding what's going on and how to utilize the core workflow (which is really just about passing data around). I feel like I could open up someone else's finished scene and reverse-engineer it to gain more knowledge and insight. I've realized it takes a relatively short amount of time to understand how everything generally works, and of course a lifetime to properly master it.
I just don't think I can go back to software built on black boxes and plugins. And I'm not interested in becoming a hard-core coder, so Houdini's nodes, expressions, networks, and digital assets make the most sense - for now. Having said that, I'm also usually working as more of an artist/generalist, so I GREATLY value tools that are quick, intuitive and elegant, while remaining powerful.
I'm looking forward to continue learning as much as possible, and can't wait to see how Houdini continues to improve.
SI Users » VOP SOP How do I
- Keith Johnson
- 30 posts
- Offline
That clarification in using vop sops is very helpful. Thanks for detailing the advantages/disadvantages in using them in the context of a larger sop network.
For SI users:
It has helped me to visualize the usage of a vop sop node by thinking of it in SI terms as the execution of a single ICE execution port within a larger ICE tree (I know this isn't exactly the same thing technically…but still). With that analogy, then sop nodes like the scatter SOP or the Copy SOP are each like a compound, evaluated on individual ICE ports within the larger ICE tree.
Because of Houdini's very capable management of attributes and contexts, you can really think of the entire sop network as an ICE tree.
For SI users:
It has helped me to visualize the usage of a vop sop node by thinking of it in SI terms as the execution of a single ICE execution port within a larger ICE tree (I know this isn't exactly the same thing technically…but still). With that analogy, then sop nodes like the scatter SOP or the Copy SOP are each like a compound, evaluated on individual ICE ports within the larger ICE tree.
Because of Houdini's very capable management of attributes and contexts, you can really think of the entire sop network as an ICE tree.
SI Users » Porting ICE nodes to Houdini
- Keith Johnson
- 30 posts
- Offline
+1 Excellent idea Jordi.
Obviously, us SI users will understand the overlap between ICE and vopsop a little better once you enlighten us with your guides to that respect (keep up the amazing work!)
In ICE I'm constantly using things like ‘modulate by null’, ‘fcurve’, and locations (generally speaking) to create non-simulated behavioral motion, kicking out quick C4D-style mograph effects. Gustavo's Motion Tools are a nice example of how to bundle the built-in ICE nodes to create these types of effects even faster.
I can fairly easily see how to re-create these compounds with lower-level vopsop nodes in Houdini, but the speed advantage of having compounds at the ready is huge. That's the main reason why things are so fast to prototype with ICE.
Where would be the proper place to start hosting these? Is that the idea behind orbolt? in SI territory, rray.de/xsi became the central repository for this sort of thing.
Obviously, us SI users will understand the overlap between ICE and vopsop a little better once you enlighten us with your guides to that respect (keep up the amazing work!)
In ICE I'm constantly using things like ‘modulate by null’, ‘fcurve’, and locations (generally speaking) to create non-simulated behavioral motion, kicking out quick C4D-style mograph effects. Gustavo's Motion Tools are a nice example of how to bundle the built-in ICE nodes to create these types of effects even faster.
I can fairly easily see how to re-create these compounds with lower-level vopsop nodes in Houdini, but the speed advantage of having compounds at the ready is huge. That's the main reason why things are so fast to prototype with ICE.
Where would be the proper place to start hosting these? Is that the idea behind orbolt? in SI territory, rray.de/xsi became the central repository for this sort of thing.
SI Users » Possible to edit multiple objects at same time?
- Keith Johnson
- 30 posts
- Offline
Something I do all the time in SI, and just wondering if there's an easy way to do it in Houdini: Say, for instance I have several objects in the scene and want to grab a selection of verts across multiple objects and transform them as a set, but still keep the objects nicely separated. In SI even with multiple objects selected it would simply add a ‘MoveComponent’ op to each object. This is especially useful when UV editing because I can have a character with dozens of separate objects, then simply select all the objects, go to the UV editor and adjust the UVs for all objects in one fell swoop - totally useful for manually packing UVs and such.
It seems in Houdini, I'd have to use merge sops to temporarily combine geometry, then make my combined edit, then somehow extract or unmerge, which is a pretty messy way to do it. Am I just totally missing something or is there a different workflow for this kind of thing?
It seems in Houdini, I'd have to use merge sops to temporarily combine geometry, then make my combined edit, then somehow extract or unmerge, which is a pretty messy way to do it. Am I just totally missing something or is there a different workflow for this kind of thing?
SI Users » rebuilding catrice color
- Keith Johnson
- 30 posts
- Offline
SI Users » Softimage to Houdini guides
- Keith Johnson
- 30 posts
- Offline
Wow Jordi, this is so helpful. Thank you!! I just worked your examples in the “organizing scenes” and I really like Houdini's methodology - the subnet as “model” makes perfect sense. Also, the mental checks about how geometry is duplicated therefore taking up more memory - this is all good housekeeping.
Scene organization is SO important. It's one of the key reasons why I switched to SI several years ago. With it's excellent explorer I felt like I could always “see” every single item that made up the scene. This became crucial with complex rigs, referenced models, animation clips, blendshapes, etc.
Thanks!!
Scene organization is SO important. It's one of the key reasons why I switched to SI several years ago. With it's excellent explorer I felt like I could always “see” every single item that made up the scene. This became crucial with complex rigs, referenced models, animation clips, blendshapes, etc.
Thanks!!
SI Users » just saying hello
- Keith Johnson
- 30 posts
- Offline
Hello everyone. I'm a longtime xsi user - been fascinated by Houdini for many years but always found it a bit intimidating. ICE was a straightforward way to start getting into proceduralism, and now Houdini is making so much more sense for my workflow. I'll try to learn as much as possible and hopefully help others where I can. It looks like you have a great community here.
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