PDA

View Full Version : User Guide Topics


Robert Magee
06-06-2011, 08:32 PM
Just wanted to find out what user guide topics you would like to see in 2011? We have some ideas in the works but would love to get your take on what matters most.

Robert

z3r0f4ct0r
06-09-2011, 01:55 PM
One area that I feel that has been neglected by sidefx in Houdini is its modeling/character modeling toolset. Other packages that offer solid modeling tools are encroaching in Houdini's space with new tools. Softimage with Lagoa (http://www.vimeo.com/channels/lagoausers) and ICE (faster performance (http://frenchdog.wordpress.com/2009/09/12/ice-vs-vop/) ), Modo with Recoil (http://www.luxology.com/store/recoil/) and Node Rigging (http://www.luxology.com/modo/tour/animationriggingandassemblies.aspx) , and even Maya has added new New node based tools (http://www.youtube.com/watch?v=7mO6apOXCL0) .

Meaning that sidefx needs to drastically improve Houdini's modeling tools/workflow in order to compete. I shouldn't have to use another tool to model then import into Houdini. Some users are even trying to make up for the lack of a solid modeling toolset by tying an external package like Maya to Houdini (http://vimeo.com/14448626). This speaks volumes as to what area sidefx should be spending time on and not ignoring.

If you think about it for the price, Houdini should offer a complete set of tools. Since much less expensive packages are offering better modeling tools along with adding features that were once exclusive to Houdini its high time for sidefx to step up and fix the problem areas.

As far as video tutorials, its no surprise to see that modeling and character modeling tutorials are almost non-existent due to poor tools.

Houdini could also use multi-threading, opencl rendering, native bullet and Lagoa physics. Tutorials on Muscle tools wouldn't hurt either.




Just wanted to find out what user guide topics you would like to see in 2011? We have some ideas in the works but would love to get your take on what matters most.

Robert

z3r0f4ct0r
06-09-2011, 09:46 PM
Houdini Cookoff (http://www.sidefx.com/index.php?option=com_content&task=view&id=1973&Itemid=353)

First line for Ingredients says it all: Geometry from Houdini/Other 3D app

Why use geometry from another 3D app? Houdini should have the best modeling tools!

Robert Magee
06-09-2011, 10:17 PM
First line for Ingredients says it all: Geometry from Houdini/Other 3D app

Why use geometry from another 3D app? Houdini should have the best modeling tools!

Houdini is best known for its VFX tools and for some users they will want to work more on the effects and less on the models. Also, given the short time line for the contest, someone may want to use a model they already have as a starting point. It would be fantastic to see models built in Houdini but we didn't want to limit people who wanted to focus their efforts elsewhere. Rendering in Mantra is expected though.

In your earlier post you ask for more focus on modelling tools and character rigging tutorials. While these are important parts of Houdini, the majority of our customers tend to do that work in other applications then use Houdini for VFX and more and more for lighting. As we work on improving Houdini each year, our main focus is on meeting the needs of those customers in production. Therefore we put a lot of our work into VFX tools and less on modelling/character.

Interest in Houdini's procedural approach is growing and more customers are asking about expanding its use to other areas. Our next release (can't talk about it quite yet) will certainly open up some doors for expanded use of Houdini within the pipeline. We will continue to grow our feature set as we receive more feedback. Thank you for your suggestions.

Robert

digitallysane
06-10-2011, 04:05 PM
One area that I feel that has been neglected by sidefx in Houdini is its modeling/character modeling toolset. Other packages that offer solid modeling tools are encroaching in Houdini's space with new tools. Softimage with Lagoa (http://www.vimeo.com/channels/lagoausers) and ICE (faster performance (http://frenchdog.wordpress.com/2009/09/12/ice-vs-vop/) ), Modo with Recoil (http://www.luxology.com/store/recoil/) and Node Rigging (http://www.luxology.com/modo/tour/animationriggingandassemblies.aspx) , and even Maya has added new New node based tools (http://www.youtube.com/watch?v=7mO6apOXCL0) .

Meaning that sidefx needs to drastically improve Houdini's modeling tools/workflow in order to compete. I shouldn't have to use another tool to model then import into Houdini. Some users are even trying to make up for the lack of a solid modeling toolset by tying an external package like Maya to Houdini (http://vimeo.com/14448626). This speaks volumes as to what area sidefx should be spending time on and not ignoring.

If you think about it for the price, Houdini should offer a complete set of tools. Since much less expensive packages are offering better modeling tools along with adding features that were once exclusive to Houdini its high time for sidefx to step up and fix the problem areas.
What's got all this rant to do with the topic of the thread?

Dragos

z3r0f4ct0r
06-10-2011, 11:35 PM
Tutorials on modeling require a proper modeling toolset. Houdini is very behind in this respect.

What's got all this rant to do with the topic of the thread?

Dragos

z3r0f4ct0r
06-11-2011, 02:35 AM
The majority of Houdini artists do tend to model with other tollways primarily because it's an area that's been neglected in Houdini. I'm pretty certain Houdini artists would prefer to use Houdini if it had a proper modeling toolset versus having to disrupt their workflow and jump to another applications.

Houdini is my favorite 3D package, but I'm not blind to areas where it needs improvement. Modeling is a big one for me, having to learn another package/new set of tools then dealing with importing the 3d models into Houdini while avoiding possible issues (minor or major) is counter productive. I'd prefer to keep the pipeline in Houdini.

In your earlier post you ask for more focus on modelling tools and character rigging tutorials. While these are important parts of Houdini, the majority of our customers tend to do that work in other applications then use Houdini for VFX and more and more for lighting.

Robert

digitallysane
06-11-2011, 10:24 AM
This still has nothing to do with the current thread.

Someone from Side Effects started a thread with a very clear and useful topic concerning documentation ("User Guide Topics") and you're derailing it and use it to vent your frustration with the modeling tool set of Houdini and to share with us your vision about what SESI should or should not do.

You can start another thread if you want to discuss Houdini modelling or anything else, you can send RFEs to SESI, but you should also leave this thread to its own topic.

Dragos

Phrenzy84
06-11-2011, 12:52 PM
For me learning new procedural modelling techniques is something i would love to see. I see Houdini as a turbo-charged Maya. For both the technical and the artistic.

So for me personally im not looking for a character modelling tutorial but more along the lines of procedural destruction modelling tool or a flexible tree setup etc.

That is my first choice, my second would have to be anything to do with VOP's / Shader Building, there is a lot of beginner content out there and then there is quite a bit of what i would consider more expert level, a nice intermediate video here or there would be nice.

If i had a third choice it would be anything on Cloth. I feel there isn't enough, (hardly any) content out there on the topic. There is a lot in terms of voxel/particles/grid based dops but only one video from SESI on the topic. Maybe it might be because it hasn't reached the point of development you guys want it to be right now and could be holding back until its ready to shine but understanding cloth systems, the workflow and optimizing them is something im trying to learn with not much success.


That's just from one user though, thanks for taking the time to ask us would we would like to see. :)

neonbulbs
06-15-2011, 03:32 AM
Hi,

For me as an artist and also at the same time a technical guy. I've been in a different productions with different softwares. And for me what I do think the user guide should be are shaders (VEX) and VOPs (I second Phrenzy84), Character tools and CHOPs.

And as for modelling, I guess it depends on user's taste. As long as you know how the principle of modelling goes (extrude, loops, booleans, sweeps, etc.) I think most of the latest 3d authoring package out there got all these basic functionality of modelling, so it will depend on the demand of the production itself, either using basic functions that come within houdini or from 3rd party modelling softwares (Silo, Modo, Blender, etc.)

Cheers..

CGTalk Moderation
06-15-2011, 03:32 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.