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And then artist started to create Normal tools like this: https://vimeo.com/115104048 [vimeo.com] because they were limited by auto(magically) handled normals and needed more control.
In XSI there was (is) some basic Normal control tools as example addons IIRC.
In Houdini cusp normals issue is problem for lowpoly models (game) and user usually needs to export normals as “final” or handle that edge cusping in game engine. For both of those cases the display mode is not that useful. For the first case I had to add Normal SOP (vertex sop) at the end (what is correct and best workflow IMHO). For second case user doesn't need to solve it in houdini (max/maya/etc..)
(High poly models are usually subd and creases.)The problem that raised by not cusping normals automatically is usually from artist those had no idea what normals are and what they are good for. Those artists need to be educated first.
Cusped display mode with auto cusping and auto-recomputation by given angle threshold (like Geometry Approximation property in XSI) is probably (=IMHO) best way how to prevent those questions from uneducated artists and keep in parity with other softwares.
But please don't do unnecessary (slow) recomputation of normals in other modes (speed is second most important thing for rest of us who knows what normals are and how to get them correctly (first one is stability)). And please put also some info to the help, that it is display mode only and there aren't any normals after exporting (in beginners section).
From my point of view about modeling in Houdini:
For effective modeling workflow Houdini is still missing:
1. “sticky” keys
2. Alt for temporal and fast pivot alignment (for Edit sop, Transform sop, Extrude sop, etc.)
3. Tweak like tool with multi component select and fast customizable falloff (strength and falloff tweaking by curve, visual indication, etc.).
IMHO for Houdini it's impossible to compete with other modeling tools without those features and even with them it would be very hard to compete in modeling field against tools like Zbrush, Void (Silo), XSI and Maya LT (they have more modeling features and lower price) as modelers doesn't care for procedural workflow that much if that workflow is so much slower then non-procedural one.
Btw.: I would like to do classic modeling in Houdini, but I miss those 3 (or at least 1. and 2.) features terribly so I do only that amount of “classic” modeling that could be done faster then take XSI to start and load the scene.
Recently I proposed a little enhancement for current Cusp Normal issue workflow (RFE (ID# 66494)): in short it could be described as: Turn off wireframe in Smooth Shaded node for selected node.
Because when you:
1. In the left viewport menu set “Show Current Operator”
2. Then add Normal SOP to your model.
3. Select any node before Normal SOP.
4. Now you you can add modeling operators directly in the viewport before Normal SOP.
So you have correct normal cusping all the times. Only problem is the wireframe visualisation in Smooth Shaded display mode that occlude your model, so you cannot correctly (by eye) evaluate your model and you have to deselect nodes in Network view to get rid of that wireframe.
And this is slowdown during modeling.
I believe that there is Smooth Wire Shaded mode for those who needs to view wireframe and I woud like to get rid of that wireframe in Smooth Shaded mode.
What do you think about this workflow?