3/13/2023 0 Comments Xsi modtools switch to wireframeIf you look closer, most nodes have one input and one output. Add to that the extra nodes to store those selection sets and intermediate nodes, its no wonder maya networks end up looking as they do.Ĭompare this to a (admittedly simple) houdini network:Ĭonnections are clean, node layout is remembered, so it encourages you to arrange things nicely and put in notes, you can follow it from top to bottom pretty quickly and get an idea of whats happening its similar to reading a Nuke comp. This might be ok if the nodes just had a single input and single output, but maya nodes definitely don't do this a standard deformer will need inMesh and outMesh connections, messages, worldspace connections to manipulaters, deformation clusters, membership lists etc. If the mesh data is simple, then the 'logic' of your scene setup has to be carried on the network. Why is this? One possible explaination is that the mesh data is simple verts store their vertex position, and that's it. There's no point trying to organise it as it'll just auto-layout as soon as you change any single node, unless you're a power user (or glutton for punishment), you generally don't go fiddling around down here. Houdini's Core concept: Points with data, manipulated via clean networksĬonnection wires everywhere, hard to read, hard to edit. (Wow, that list came out a lot more bitter than I expected.) You've wanted to start pushing the boundaries a little, and its time for a change.You've started to get interested in the fundamentals of 3d maths, but felt that using MultDivide and IfThen shading nodes is probably not the best implementation of said maths.You tried rigid bodies and were lucky to get 20 blocky shapes to work effectively.You've looked in dismay at bugs that have been in maya since v2, and chortled at the thought that even in a best case scenario, as a paying customer on full support, and you find a red alert bug, the best you can hope for is a service pack update that might fix it in 2 months.You've downloaded scripts from highend3d/creativecrash to do seemingly fundamental pipeline things.You've wondered why paintfx feels so disconnected from fluidfx, which feels disconnected from xgen, which feels disconnected from ncloth, which feels disconnected from.You've got 80% of an effect quickly, then realised you don't have enough control or buttons to push to take it that last 20% easily.You've used the poly selection editor and thought 'this is nice, why can't I use this procedurally to do stuff rather than it being purely modal?'.You've wondered why it takes a minimum of 3 nodes behind the scenes to create a cluster, or 2 for a lattice, or any number of curious intermediate nodes that seem to serve no purpose.You've sworn at the connection editor one too many times for making seemingly simple A->B node connections difficult.You've done a bit of particle expressions and thought 'this is kind of interesting, but its a little old and cruddy, surely there's an update to this sort of data manipulation?'.You can see an idea for a deformer or plugin in your head, but the thought of going to learn C++ to implement it is way too much work.You've tried mel and python, and while it works, thought 'surely there must be a better way than this?'.You've tried referencing and been bitten by any number of its bugs and problems its supposed to solve.You know that there's going to be changes to your geometry, which will involve a lot of uncomfortable and unwanted work to incorporate that into your scene.You've built up a reasonably complex scene in maya, thought you might want to edit the hypergraph network of your geometry, and winced.anything bad?Ĭheck if any of these situations sound familiar: 18 other interesting houdini features for lighter/lookdev types.15 use http paths for textures, neat trick.13 python, drag anything into the console.11 Houdini viewport shading vs maya viewport shading.9 Rops vs render globals (esp render dependencies).8 basics: maya transforms and shapes vs houdini /obj and sops.7 Terminology - why does Houdini keep talking about points and not verts?. ![]() 2 Houdini's Core concept: Points with data, manipulated via clean networks.
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