Any rumours of Houdini 19?

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UI/UX is the least of Houdini problems - the UI is not a factor in the incredible learning curve.

How do you describe everything and nothing at the same time? That's what Houdini is, its what you need it to be...

LOL - except COPs!
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raistlinf
there are much more important things than changing the icons in the interface...
like adding emojis and new wrist bands colors
https://twitter.com/oossoonngg [twitter.com]
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As i konw,UI/UX update should not influence the software development,the teams are independent.
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wanglifu
As I know,UI/UX update should not influence the software development, the teams are independent.
Not necessarily, I guess it all depends on who can do the job. So if only someone from the higher-ranked devs can do it, then you have a problem. You can't give something that important to someone with no experience. Development is a very complex matter and UI/UX also. Just because it looks easy doesn't mean it is, but in the end, it also depends on what exactly you would like to change. So if they do anything, I don't believe it's going to be a drastic change, but a reskin.
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wanglifu
As I know,UI/UX update should not influence the software development, the teams are independent.
Not necessarily, I guess it all depends on who can do the job. So if only someone from the higher-ranked devs can do it, then you have a problem. You can't give something that important to someone with no experience. Development is a very complex matter and UI/UX also. Just because it looks easy doesn't mean it is, but in the end, it also depends on what exactly you would like to change. So if they do anything, I don't believe it's going to be a drastic change, but a reskin.

UI design isnt`t anything someone should ever do on the side, and never some developer/programmer - except at 3DCoat...where you get the appropriate results... :-D

But Sidefx seems to have very good people in this area, judging by how well the redesign of the nodes was done.
Edited by Sygnum - Sept. 29, 2021 03:54:33
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Sygnum
UI design isnt`t anything someone should ever do on the side, and never some developer/programmer
Yup, totally agreed. I just wanted to say that even though it seems easy to do, it's actually far from that.
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Why yall so upset about the UI?
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UI must look so cool that you can screenshot it with empty viewport, post it on socials and get guaranteed likes, job, money and fanbase.
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Sygnum
UI design isnt`t anything someone should ever do on the side, and never some developer/programmer - except at 3DCoat...where you get the appropriate results... :-D

laughs at you in ztools

3dcoat UI is extremely pragmatic, i like the approach; esp the fact that you can hotkey everything, from Smooth to Stroketype
https://twitter.com/oossoonngg [twitter.com]
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Was hoping for a date for the reveal event by now. I can’t wait to find out about all the new features .
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Probably a matter of days until the sneak peak :-)

I can imagine the next iteration might be more gestural and less hands off. Less clicking and pulling sliders in parameters, more python state tools, more everyday tools. Animation might get a decent upgrade as well and kinefx might get easier and well rounded. Also interesting how Karma is getting along.
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From the SideFXLabs update

SideFXLabs is preparing for the H19 release, and has quite a few new fantastic tools and workflows using new H19 tech we're excited to show you!


I wonder what is this new H19 tech they are talking about
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Andr
From the SideFXLabs update

SideFXLabs is preparing for the H19 release, and has quite a few new fantastic tools and workflows using new H19 tech we're excited to show you!


I wonder what is this new H19 tech they are talking about

Are they crazy? I'm close to passing out now because of the mounting excitement!
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Obviously SideFX needs to revamp its U.I/U.X I have to jump between so many windows just to render. This is absurd. Material assignment and the material interface is such a drag visually. Parameter windows needs better organization not everything on the same hierarchy. Just making some text bolder than other to differentiate the operations can go a long way. What if you hover over a node and there is another icon that if you click it gives you an example of how to use that node in a small window.

These are things at the top of my head, what if improving houdini was my job? hummm.
Edited by tsiwt - Oct. 5, 2021 13:21:09
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tsiwt
Obviously SideFX needs to revamp its U.I/U.X I have to jump between so many windows just to render. This is absurd. Material assignment and the material interface is such a drag visually. Parameter windows needs better organization not everything on the same hierarchy. Just making some text bolder than other to differentiate the operations can go a long way. What if you hover over a node and there is another icon that if you click it gives you an example of how to use that node in a small window.

These are things at the top of my head, what if improving houdini was my job? hummm.

Of course they can, and they should. But it’s not that easy as it seems at some might think.
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tsiwt
Just making some text bolder than other to differentiate the operations can go a long way.
Actually, the value, name of the parameter (checkboxes) or tab in bold means that is set to a non-default value.
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tsiwt
Obviously SideFX needs to revamp its U.I/U.X I have to jump between so many windows just to render. This is absurd. Material assignment and the material interface is such a drag visually. Parameter windows needs better organization not everything on the same hierarchy. Just making some text bolder than other to differentiate the operations can go a long way. What if you hover over a node and there is another icon that if you click it gives you an example of how to use that node in a small window.

These are things at the top of my head, what if improving houdini was my job? hummm.
You can handle all you need to render/texture from the same context if you wish, especially in Solaris, the Interface is actually pretty neat and flexible IMHO!
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tsiwt
Obviously SideFX needs to revamp its U.I/U.X I have to jump between so many windows just to render. This is absurd. Material assignment and the material interface is such a drag visually. Parameter windows needs better organization not everything on the same hierarchy. Just making some text bolder than other to differentiate the operations can go a long way. What if you hover over a node and there is another icon that if you click it gives you an example of how to use that node in a small window.

These are things at the top of my head, what if improving houdini was my job? hummm.

I can't agree with any of that, I'd say Houdini UI is great as is and certainly doesn't need a revamp.
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I dunno how else Houdini's UI could be done - seeing as how it needs to allow for the super simple to absurdly complex workflows, according to Studio needs, mostly.

For me, Houdini's complexity and steep learning curve is not because of the UI.
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Daryl Dunlap
I dunno how else Houdini's UI could be done - seeing as how it needs to allow for the super simple to absurdly complex workflows, according to Studio needs, mostly.

For me, Houdini's complexity and steep learning curve is not because of the UI.

Totally agree. The UI is configurable, and if you haven't spent time to construct a setup that allows for smooth flow, with
minimal tabbing, etc, that is on you. You can store as many custom desktops as you want also.

To top it off you have quickmarks, literally a button press to get to where you want. It seems like more about not
actually having spent time reading the Docs, and actually trying out different UI setups.

L
I'm not lying, I'm writing fiction with my mouth.
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