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Houdini Lounge » Debate question - should SideFX invest in paint/sculpt?
- lewis_T
- 238 posts
- Offline
I'm not a drug taker, but I would defo like to try what you are on, it seems inter-dimensional.
Houdini Lounge » Debate question - should SideFX invest in paint/sculpt?
- lewis_T
- 238 posts
- Offline
What houdini is using underneath to do its magic is all public domain formulas and published papers.
Everything Houdini does, Blender can simply do the same.
On the flip side, Houdini could copy Blender code because it is open source.
You literally have no idea what you are talking about, this is brilliant.
Thanks for the laugh.
Everything Houdini does, Blender can simply do the same.
On the flip side, Houdini could copy Blender code because it is open source.
You literally have no idea what you are talking about, this is brilliant.
Thanks for the laugh.
Houdini Lounge » Debate question - should SideFX invest in paint/sculpt?
- lewis_T
- 238 posts
- Offline
Switching 3D software and tools is never efficient.
Swithing between app with different workflow and shorcuts is not ideal.
If Blender (a free software) has it, then Houdini should have it.
Nope. Switching between applications is done all the time by thousands of people, that's what
obj, alembic, and usd is for. Pixar creating USD to bring unification to Computer Graphics highlights
how much we all use multiple apps.
Sculpting and painting on models is not luxury in 2022, it is a requirement.
Anything that limits creativity (lack of important modeling and texturing tool) is bad.
Agreed, but that is why zrbush, substance, mari have come to dominate this area. They are able to
dedicate themselves fully to this as it is literally their commercial reality.
I am an not saying that Houdini should become the best scluplting and painting tool.
But a minimum is required, because if you don't sculpt and paint, your models are not looking as good as they should.
Again, nothing stopping anyone using an application more orientated to this, and simply bringing it into Houdini for
rendering if that is what you want to do.
Sculpting is the new Subdivision.
Literally makes no sense. Subdivision is quite old, and apart from that, I don't see how the two are remotely related.
Houdini should invest a little in those 2 features, because right now, the world is laughing at them.
Nope. I don't see anyone laughing. Anyone picking up Houdini with a view to becoming a professional or as a hobby
is doing so based on it's procedural nature, and wealth of simulation tools.
As long as Houdini is bending to the procedural fanatics, it will be seen as a "plugin" or a one trick poney.
Making less sense here. Houdini from day one 25+ years ago was built around being procedural, literally the entire
paradigm of the application. Being a plugin or one trick poney? You are confused.
Houdini requires no plugins, because it is a 3D operating system giving you all the building blocks to make any type
of plugin you desire, which kinda means it's not a one trick poney doesn't it?
You need a general 3D software first, then after that you need more specialized stuff. Houdini is gaining users because it is improving stuff that is considered the basis of a 3D sofware : modeling, uv editing, animation... If Houdini does not improve the more general stuff, it better convert Houdini to a simple Blender plugin, because this is where they are heading if they don't steer that boat quickly, in 5 years, houdini will be just a specialized tool like Z-Brush that is itself being replaced slowly by Blender.
I can't even bring myself to address this one.
Houdini is asking for a lot of money and the competition if fierce. More and more studios are switching to Blender. And with the money you save, you can buy a lot of amazing plugins. May I remind you that Houdini has 15 000 users and Blender has 300 000. You tell me that those 300 000 are not professionals, most of them not. But when a company is looking for a 3D software, they have to use what people know.
The competition is not fierce in this realm. Bifrost is finally coming along getting more into a graph based procedural way of
working, but it's not there yet. Your beloved Blender is copying houdini's proceduralism with it's geometry nodes, looking pretty
good too! But we've had those nodes for 10-15yrs, and when you throw heavy data at them they work. Blender, not so much.
I would say 299,000 of them are not, if Studio hiring worldwide is reflective at all, which it is.
Companies do not build around users, they build around their knowledge base and needs, users have always had to fall in line and
learn the applications X-company uses. The only thing moving in this space is the reduced usage of internal proprietary tools to
more off the shelf ones, like, Houdini!
So this is not a game and the old users are not the future of Houdini. Unless you want to be like Lightwave (never improved because the users don't want any changes). Lightwave died this year. Houdini must run forward, because there is a F1 behind going 300kph. Blender will trample evey other 3D sofware, it is innevitable. Because they have a huge community contributing and now big companies and studios are backing it financially and contributing to the code.
Again, I don't know where to start with this one.
We need sculpting and painting because if I have to go to Blender to do these things, I may not return to Houdini.
Well that would be your loss then? Pretty much every single generalist I know simply models in whatever app they prefer and
exports to obj or alembic if they want to use something in Houdini.
You need to think about the new users and the future. New users are not comming to Houdini because when they compare these sofware, Houdini is lacking some serious stuff that should have been there years ago.
Nope. New users coming to houdini are coming for it's openness, procedural nature, and best in industry simulation tools.
You may really like modeling, but you are vastly overestimating how many people are using model/sculpt as the deciding factor
to whether they use app A or B.
Like I said, Houdini should have a decent sculpting and painting system, something good enough and useful for most people. These new techniques are essential and a great time saver to make realistic stuff. Also most of the technical stuff to make it good are already in Houdini.
You really only needed to say this. I agree it should have better poly modeling tools and some nicer sculpting for sure, but you
diluted your message with that wall of nonsense above.
Yes Yes Yes, do it, make it so, your life depends on it.
Nope, it really doesn't.
Swithing between app with different workflow and shorcuts is not ideal.
If Blender (a free software) has it, then Houdini should have it.
Nope. Switching between applications is done all the time by thousands of people, that's what
obj, alembic, and usd is for. Pixar creating USD to bring unification to Computer Graphics highlights
how much we all use multiple apps.
Sculpting and painting on models is not luxury in 2022, it is a requirement.
Anything that limits creativity (lack of important modeling and texturing tool) is bad.
Agreed, but that is why zrbush, substance, mari have come to dominate this area. They are able to
dedicate themselves fully to this as it is literally their commercial reality.
I am an not saying that Houdini should become the best scluplting and painting tool.
But a minimum is required, because if you don't sculpt and paint, your models are not looking as good as they should.
Again, nothing stopping anyone using an application more orientated to this, and simply bringing it into Houdini for
rendering if that is what you want to do.
Sculpting is the new Subdivision.
Literally makes no sense. Subdivision is quite old, and apart from that, I don't see how the two are remotely related.
Houdini should invest a little in those 2 features, because right now, the world is laughing at them.
Nope. I don't see anyone laughing. Anyone picking up Houdini with a view to becoming a professional or as a hobby
is doing so based on it's procedural nature, and wealth of simulation tools.
As long as Houdini is bending to the procedural fanatics, it will be seen as a "plugin" or a one trick poney.
Making less sense here. Houdini from day one 25+ years ago was built around being procedural, literally the entire
paradigm of the application. Being a plugin or one trick poney? You are confused.
Houdini requires no plugins, because it is a 3D operating system giving you all the building blocks to make any type
of plugin you desire, which kinda means it's not a one trick poney doesn't it?
You need a general 3D software first, then after that you need more specialized stuff. Houdini is gaining users because it is improving stuff that is considered the basis of a 3D sofware : modeling, uv editing, animation... If Houdini does not improve the more general stuff, it better convert Houdini to a simple Blender plugin, because this is where they are heading if they don't steer that boat quickly, in 5 years, houdini will be just a specialized tool like Z-Brush that is itself being replaced slowly by Blender.
I can't even bring myself to address this one.
Houdini is asking for a lot of money and the competition if fierce. More and more studios are switching to Blender. And with the money you save, you can buy a lot of amazing plugins. May I remind you that Houdini has 15 000 users and Blender has 300 000. You tell me that those 300 000 are not professionals, most of them not. But when a company is looking for a 3D software, they have to use what people know.
The competition is not fierce in this realm. Bifrost is finally coming along getting more into a graph based procedural way of
working, but it's not there yet. Your beloved Blender is copying houdini's proceduralism with it's geometry nodes, looking pretty
good too! But we've had those nodes for 10-15yrs, and when you throw heavy data at them they work. Blender, not so much.
I would say 299,000 of them are not, if Studio hiring worldwide is reflective at all, which it is.
Companies do not build around users, they build around their knowledge base and needs, users have always had to fall in line and
learn the applications X-company uses. The only thing moving in this space is the reduced usage of internal proprietary tools to
more off the shelf ones, like, Houdini!
So this is not a game and the old users are not the future of Houdini. Unless you want to be like Lightwave (never improved because the users don't want any changes). Lightwave died this year. Houdini must run forward, because there is a F1 behind going 300kph. Blender will trample evey other 3D sofware, it is innevitable. Because they have a huge community contributing and now big companies and studios are backing it financially and contributing to the code.
Again, I don't know where to start with this one.
We need sculpting and painting because if I have to go to Blender to do these things, I may not return to Houdini.
Well that would be your loss then? Pretty much every single generalist I know simply models in whatever app they prefer and
exports to obj or alembic if they want to use something in Houdini.
You need to think about the new users and the future. New users are not comming to Houdini because when they compare these sofware, Houdini is lacking some serious stuff that should have been there years ago.
Nope. New users coming to houdini are coming for it's openness, procedural nature, and best in industry simulation tools.
You may really like modeling, but you are vastly overestimating how many people are using model/sculpt as the deciding factor
to whether they use app A or B.
Like I said, Houdini should have a decent sculpting and painting system, something good enough and useful for most people. These new techniques are essential and a great time saver to make realistic stuff. Also most of the technical stuff to make it good are already in Houdini.
You really only needed to say this. I agree it should have better poly modeling tools and some nicer sculpting for sure, but you
diluted your message with that wall of nonsense above.
Yes Yes Yes, do it, make it so, your life depends on it.
Nope, it really doesn't.
Houdini Lounge » Houdini 20 Rumors
- lewis_T
- 238 posts
- Offline
Maybe replace wishful with some more thought into why it's so difficult to support everything, and as pointed out, limited Dev
resources Vs target audience. You are talking in the realm of 1% or less of users in your GPU example, QOL benefit to whom?
resources Vs target audience. You are talking in the realm of 1% or less of users in your GPU example, QOL benefit to whom?
Houdini Lounge » Debate question - should SideFX invest in paint/sculpt?
- lewis_T
- 238 posts
- Offline
Why must it be a general 3d package? I keep reading you guys pretty much demanding/telling us what direction the
software must go in, without nothing to back up your POV. Lot's of just plain faulty logic going on in here.
software must go in, without nothing to back up your POV. Lot's of just plain faulty logic going on in here.
Houdini Lounge » Debate question - should SideFX invest in paint/sculpt?
- lewis_T
- 238 posts
- Offline
Houdini Lounge » Physical Sun and sky system for Karma XPU - feature request
- lewis_T
- 238 posts
- Offline
Houdini Lounge » Physical Sun and sky system for Karma XPU - feature request
- lewis_T
- 238 posts
- Offline
How hard is it for you lazy peeps to drop an hdr in....
Does anyone actually light a proper scene with the physical setup? I mean, it's a bit of a throw
back to a very old/quick and dirty way of working.
L
Does anyone actually light a proper scene with the physical setup? I mean, it's a bit of a throw
back to a very old/quick and dirty way of working.
L
Houdini Lounge » SideFX - you have to improve and change this - documentation
- lewis_T
- 238 posts
- Offline
It's amazing that any of us became good at Houdini considering how bad the Docs apparently are.
Houdini Lounge » SideFX - you have to improve and change this - documentation
- lewis_T
- 238 posts
- Offline
As much as the Docs should be improved in certain areas, I don't really agree with you.
A lot of nodes have load/launch examples literally showing you how to use it.
Houdini is a technical program, doing low level technical things, sure you can wrap up the Docs to include
less technical descriptions, and it would help, but where do you draw the line? Do you include a
default "I'm not technical" desc, then an advanced "I'd actually like to learn the correct underlying Computer Graphics"
desc for things?
They are dry Docs in a lot of places, and in some totally lacking clearer outlines, but I don't think they are as awful as
you are making out. Computer Graphics is a technical field, and Houdini is the most technical tool, with nothing hidden or abstracted
from you, so it's kinda assuming you are coming into it prepared, or at least willing to get into a mindset.
Raincole do you really need an example file for every SOP? So many of them are straight forward literal things.
L
A lot of nodes have load/launch examples literally showing you how to use it.
Houdini is a technical program, doing low level technical things, sure you can wrap up the Docs to include
less technical descriptions, and it would help, but where do you draw the line? Do you include a
default "I'm not technical" desc, then an advanced "I'd actually like to learn the correct underlying Computer Graphics"
desc for things?
They are dry Docs in a lot of places, and in some totally lacking clearer outlines, but I don't think they are as awful as
you are making out. Computer Graphics is a technical field, and Houdini is the most technical tool, with nothing hidden or abstracted
from you, so it's kinda assuming you are coming into it prepared, or at least willing to get into a mindset.
Raincole do you really need an example file for every SOP? So many of them are straight forward literal things.
L
Houdini Lounge » Debate question - should SideFX invest in paint/sculpt?
- lewis_T
- 238 posts
- Offline
raincole
I really hope Houdini has a better solution for Sculpting. It doesn't have to be ZBrush or something. I just need something better than Edit/Sculpt SOP to make my corrective blend shapes. (Also a pose space deformation feature would help a lot too)
You do realise there's a SOP called pose space deform yeah?
L
Technical Discussion » Driving a hi-res subdivided mesh with a lo-res base mesh
- lewis_T
- 238 posts
- Offline
Houdini Lounge » Node Color Question
- lewis_T
- 238 posts
- Offline
Don't overthink it, it was a simple move on their part based on what we do in Studios.
that is to implement a standard color scheme for types of nodes/operations, in order to quickly spot what is happening.
L
that is to implement a standard color scheme for types of nodes/operations, in order to quickly spot what is happening.
L
Houdini Learning Materials » Request: Custom Viewport Shaders
- lewis_T
- 238 posts
- Offline
Houdini's openGL viewport is not the best, and will bog down, not refresh, and cause all manner of issues.
I would suggest not going down this avenue at all, as it's possible the viewport could be replaced by something
unreal based or similar in the future.
L
I would suggest not going down this avenue at all, as it's possible the viewport could be replaced by something
unreal based or similar in the future.
L
Technical Discussion » Rigid bodies in smoke simulations?
- lewis_T
- 238 posts
- Offline
Rigid bodies are exactly that. Rigid, non-deforming geometry.
Smoke, water are fluid simulations. You don't need to overthink it.
1) dropping a brick on the ground is a rigid simulation.
2) pouring a glass of water is a fluid simulation.
L
Smoke, water are fluid simulations. You don't need to overthink it.
1) dropping a brick on the ground is a rigid simulation.
2) pouring a glass of water is a fluid simulation.
L
Houdini Indie and Apprentice » geometry alpha falloff
- lewis_T
- 238 posts
- Offline
You need to think about what you are asking. To make a mask, means values that change.
How is a solid piece of geometry that only has points around it's diameter going to store these values?
What you are asking is a volumetric effect, density changing from the centre outwards for example.
What type of effect are you trying to do? That might help guide the conversation better.
L
How is a solid piece of geometry that only has points around it's diameter going to store these values?
What you are asking is a volumetric effect, density changing from the centre outwards for example.
What type of effect are you trying to do? That might help guide the conversation better.
L
Technical Discussion » How to render the viewport out (w/ transparent background)?
- lewis_T
- 238 posts
- Offline
If the viewport color is set to black, and the grid is off it will store an alpha from the flipbook
if you save as exr.
if you save as exr.
Technical Discussion » Pyro - disturbance on smooth density only
- lewis_T
- 238 posts
- Offline
Pressure is a great method to use. It's created already, and you can visualize it using the density visualizer to find
useful ranges of pressure to use as your mask/mult.
L
useful ranges of pressure to use as your mask/mult.
L
Technical Discussion » How to reorder an ordered group?
- lewis_T
- 238 posts
- Offline
I'm not sure I understand what you are trying to do?
Being ordered or not in the group field doesn't really matter does it?
The points group attr is either 1 or 0, could you explain what you are trying to do?
L
Being ordered or not in the group field doesn't really matter does it?
The points group attr is either 1 or 0, could you explain what you are trying to do?
L
Houdini Lounge » What holds yourself/studio from adopting Houdini more?
- lewis_T
- 238 posts
- Offline
The title has nothing to do with Marketing guys, you're missing the whole point.
A huge percentage of the online noise about why people find houdini hard to use comes down to their way of thinking.
Every time one of these threads pops up, you are guaranteed to get houdini peeps literally telling you about nodes that do
what you say is missing, because you haven't bothered to read to Docs/Release notes. Or it's complaints about the
HDA/OTL/it should have this, only to again be shown how easy it is to wrap up something and explaining that is where the
power comes from. Being able to take low level nodes and build tools that would require C++ and pyQT knowledge in Maya, etc,
all with a drag and drop UI and zero coding.
This is what is meant by that tongue in cheek HIVE title.
It is not saying you are stupid, but that the approach you are using to interact with Houdini can be stupid.
I don't think sesi needs to make any apologies for making an app that is this flexible needing to have a certain
"mindset" in order to use it without frustration.
Are there things that could be better? Absolutely. No question.
But what I routinely see in these conversations is the Artist's frustrations/observations can be largely driven from
simply using houdini the wrong way. Yes it's a hard program, and there are six ways to do everything, but it's not
like there isn't a wealth of free masterclasses and presentations to help guide you to using it in a better way.
Matt Ebb's presentation from a couple years ago is a perfect example. He covers often overlooked things like
simply having your network constructed in a way that it isn't cooking data more than once for example.
That one alone is something I have helped many newer users deal with. It perfectly highlights the "stupid" in that it's
not houdini that is making something run slow, it's how you built your network. I totally get that it's part of the
learning curve as to what is the best way to construct something, seeing as you are able to construct it any way you want.
The answer to that is, to take some time to read and think about how the program works, check out those masterclasses and
presentations, and over time you will adopt workflows that don't frustrate the heck out of you.
L
A huge percentage of the online noise about why people find houdini hard to use comes down to their way of thinking.
Every time one of these threads pops up, you are guaranteed to get houdini peeps literally telling you about nodes that do
what you say is missing, because you haven't bothered to read to Docs/Release notes. Or it's complaints about the
HDA/OTL/it should have this, only to again be shown how easy it is to wrap up something and explaining that is where the
power comes from. Being able to take low level nodes and build tools that would require C++ and pyQT knowledge in Maya, etc,
all with a drag and drop UI and zero coding.
This is what is meant by that tongue in cheek HIVE title.
It is not saying you are stupid, but that the approach you are using to interact with Houdini can be stupid.
I don't think sesi needs to make any apologies for making an app that is this flexible needing to have a certain
"mindset" in order to use it without frustration.
Are there things that could be better? Absolutely. No question.
But what I routinely see in these conversations is the Artist's frustrations/observations can be largely driven from
simply using houdini the wrong way. Yes it's a hard program, and there are six ways to do everything, but it's not
like there isn't a wealth of free masterclasses and presentations to help guide you to using it in a better way.
Matt Ebb's presentation from a couple years ago is a perfect example. He covers often overlooked things like
simply having your network constructed in a way that it isn't cooking data more than once for example.
That one alone is something I have helped many newer users deal with. It perfectly highlights the "stupid" in that it's
not houdini that is making something run slow, it's how you built your network. I totally get that it's part of the
learning curve as to what is the best way to construct something, seeing as you are able to construct it any way you want.
The answer to that is, to take some time to read and think about how the program works, check out those masterclasses and
presentations, and over time you will adopt workflows that don't frustrate the heck out of you.
L
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