This is still a work in progress. I plan to push this as far as possible.

Konstantin MagnusThanks Konstantin, I was thinking about it, but I am not sure would people actually be interested.
Looks really impressive. A screen recording or a video tutorial about your technique might convince even more people!
SIgor420
Hi folks, me again. This time with trying out DM modeling with vanilla Houdini stuff. At this point, I am not really sure why people are saying that DM modeling sucks, or it's not possible or I should not do it in Houdini. From what I have learned in the past two weeks is that things are quite the opposite. I have found a lot of nice solutions for different modeling tasks. I have to spend a lot of time trying out things and I am quite happy with what I can do with Houdini DM. It needs a bit more functionality to really make it awesome, like for example, Proportional Beveling. Now, I can see how people might have an impression that DM sucks in H. I have watched a gazillion of tutorials and none did show DM modeling in a way I managed to model this. So it's not about that H sucks in this regard, it's more about others simply not demonstrating what's possible and how.
This is still a work in progress. I plan to push this as far as possible.
bobc4d
really nice and well modeled. I know I will probably get slammed for this, but modeling in Houdini is not as simple as a "make it pretty" button, you really have to work at getting it all quad modeled and is not show stopping like FX seems to be. yeah yeah I know FX isn't as simple as a press of a button but you do have a basis for a start, with modeling and especially quad modeling you do not.
I would be interested in a short video of technique
SIgor420
I will try to record something meaningful, but I am just not sure where to upload it.
Konstantin MagnusSIgor420
I will try to record something meaningful, but I am just not sure where to upload it.
Looking forward to this. I have used to be really fast in direct modeling with Cinema 4D, too, but never transitioned these skills to Houdini. I assume a summarizing video of your findings would be really interesting.
SIgor420
I am coming from Cinema 4D too and I found that H has even more to offer than C4D ever did in the modeling department.
SIgor420There is pattern selection in Houdini.
Another good example would be patter selection.
CYTESIgor420There is pattern selection in Houdini.
Another good example would be patter selection.
Video on pattern selection [www.youtube.com]
Cheers
CYTE
I am not really sure why people are saying that DM modeling sucks
BabaJI am not really sure why people are saying that DM modeling sucks
It depends on what the user is aiming for.
For myself I like to create models that are dimension/measurement related forms to each other, that are also organic for the purposes of 3d printing.
I've used SolidWorks and Rhino and I know those programs could be considered more parametric but that doesn't mean knowing the tools you can't take a DM approach with that software; which I have done.
I found, especially with SolidWorks so many things are much easier to set up and do, both from viewing things in terms of an aesthetic viewpoint and establishing dimenstional relationships, e.g. the ease to set up very quickly, save by name for resuse - contruction planes which are synonemous with view planes. Along with drawing tools to create things like tangents and perpendiculars to curves, etc. from those viewing/construction planes. It makes it so easy for a very refined and 'absolute' dimensioned design - rather than doing some perspective viewing for a 'good enough' approximation. From my experience in the end, the difference between the two products designed/modelled that each software allows for is small but noticable. It takes much more work in Houdini to get your own tools refined enough so that the price point makes it worth the while ( 300 Indie vs 6k SW). And that is where I am, still developing my own tools and refining the approach to take with Houdini. It's a good thing I like fidgeting around making tools. Also once the tools are refined and you have your workflow established - You don't have to do it again, and can enjoy modelling at a much lower price point for the software.
One thing I do miss is SolidWorks awesome capacity to fillet, bevel and chamfer smoothly across very complex geometry that also changes in size; even with Rhino I found it's capacity can be missing in that department in comparison.
SIgor420It's not that it sucks (with the additions in the past two years that is) or that it is not possible. It is just that modelling is still faster and more direct in other tools. Like XSI....
Hi folks, me again. This time with trying out DM modeling with vanilla Houdini stuff. At this point, I am not really sure why people are saying that DM modeling sucks, or it's not possible or I should not do it in Houdini. From what I have learned in the past two weeks is that things are quite the opposite. I have found a lot of nice solutions for different modeling tasks. I have to spend a lot of time trying out things and I am quite happy with what I can do with Houdini DM. It needs a bit more functionality to really make it awesome, like for example, Proportional Beveling. Now, I can see how people might have an impression that DM sucks in H. I have watched a gazillion of tutorials and none did show DM modeling in a way I managed to model this. So it's not about that H sucks in this regard, it's more about others simply not demonstrating what's possible and how.
This is still a work in progress. I plan to push this as far as possible.
OneBigTreeSIgor420It's not that it sucks (with the additions in the past two years that is) or that it is not possible. It is just that modelling is still faster and more direct in other tools. Like XSI....
Hi folks, me again. This time with trying out DM modeling with vanilla Houdini stuff. At this point, I am not really sure why people are saying that DM modeling sucks, or it's not possible or I should not do it in Houdini. From what I have learned in the past two weeks is that things are quite the opposite. I have found a lot of nice solutions for different modeling tasks. I have to spend a lot of time trying out things and I am quite happy with what I can do with Houdini DM. It needs a bit more functionality to really make it awesome, like for example, Proportional Beveling. Now, I can see how people might have an impression that DM sucks in H. I have watched a gazillion of tutorials and none did show DM modeling in a way I managed to model this. So it's not about that H sucks in this regard, it's more about others simply not demonstrating what's possible and how.
This is still a work in progress. I plan to push this as far as possible.
But as I said a lot has been done and I find myself using it more often for the entire workflow.
The biggest issue for me is still the lack of multi object editing. Having a model consistent of many parts, all in one tree with only tedious methods to directly select and transform a part in the viewport is slowing the flow down a lot. Being able to just grab all upper points of windows, doors and walls and adjust the y position - while having them being separate geo - is something you don't want to miss...
In the end what makes you the money is never what you can do but how fast you can do it and how many people you need.
SIgor420Direct Modeling is one area we definitly don't have enough tutorials and videos, so yes, I vote for that video tutorialKonstantin MagnusThanks Konstantin, I was thinking about it, but I am not sure would people actually be interested.
Looks really impressive. A screen recording or a video tutorial about your technique might convince even more people!
Berk_ErdagThank you Berk, that's very kind of you, much appriciated.
Whoa this is amazing!
DasBurdock
I recently started using Houdini for more modeling work and have found its core features more than competent. The promise of being able to edit your object's history was what made me embark on this experiment and I found it to be absolutely amazing when it worked. Mixing in "opportunistic" proceduralism became surprisingly time efficient. I found myself using deform + raycast/detangle when working with curved surfaces constantly. This saved a massive amount of time that I would otherwise spend trying to align objects.
From my experience, the problems with modeling in Houdini have less to do with missing features, and more to do with a lack of quality of life. Some existing plugins in the ecosystem go a long way to filling these holes, but you will still find that any direct modeling with PolyDraw/Split/Fill/Knife/etc will quickly fill up your node graph and make it impossible to modify upstream nodes.
Then there are the things that are just different about Houdini and take some getting used to. As already mentioned, editing more than one object at a time isn't possible without merging them into a single geometry node. Using generated groups can help preserve proceduralism but can slow down modeling considerably because of switching between the viewport and node/properties windows.
Realistically as I get more experienced with modeling in Houdini I am finding it to be a time saver in more usecases than I originally expected. That being said, I still find myself falling back on Machin3 for cases where the topology is too complex for nodes to be very helpful.