I might even start thinking of a Z-Brush/Houdini/Marvellous character workflow what with Rigs, Fur and cloth getting much love in this release. It remains to be seen if it is as robust as Modo's workplanes, but it's a start. Also, that construction plane looks a neat implementation ( I think I filed an RFE for it or just wondered aloud in the forums ). On a side(heh!) note… I wonder why Houdini never ventured into Archviz? It would seem that Houdini would be a perfect fit for segment esp with its focus on games, where many tools that work for scene layouts and such in games can also benefit the Archviz field, esp now that many Renderers ( Like V-ray) are supporting Houdini. Proceduralism doesn't preclude interactivity. It's a bit light on the modeling side of things but there are many useful tools and it's good that they are focusing on interactivity not just for modeling but across the board. I'd love to hear everyone else's reactions to the presentation and where they think things are headed beyond H17. I'll reserve my full judgment until I get to use these new tools, but what I have seen from the presentation looks very helpful. Lastly, I think the new modeling additions seem to be a step in the right direction. I like the new material-based fracturing, it should go a long way toward making destruction more intuitive while being able to get better and more organic looking pieces. The new UV auto-seams also looks very useful, particularly for those of us who are needing to get good object UV wrapping while not being UV gurus. The ability to get much higher quality results from less computing time is by far the most exciting element in H17 for me. The main component that seems very promising to me is the increase in computing speed for the various simulations from fluids to cloth and erosion. After having watched the presentation, I am very excited about this new release. I tell ya ! This feature may be unnoticeable or underwhelmed BUT I see this as the number 1 feature of this release.I thought I'd start a thread to chat about the new Houdini 17. This alone tells SideFx started thinking about Wrangler's pains. "User Experience - Ability to search for hidden and invisible parms in Parameter Dialog." hmmm at the end of the day its all about UI and practicality. Now I want a TOP context Turing/Tensor Operators grilling M/C, Deep learning and AI injected procedural FXing -# ( I hope you guys have seen nVidia's RTX launch. GPU-accelerate everything - That should be the name of the game from now on. GPU-accelerated.Yes now we are talkin.:) Soupup Mantra with GPUsĪs always - Salute to SESI for all the efforts for VellLOPs So yeah, just give it a shot! I guarantee it'll grow on you. Eight months later, Houdini is the best modeling tool I've ever used. The way that I transitioned was by choosing just one skill, Modeling, and telling myself not to do any modeling in Maya if I could help it. Maya has shelf tools that abstract the technical side and keeps things "artistic." Houdini on the other hand encourages you to build your own tools and is more "technical." It's a huge improvement in quality of life! I literally sleep more, haha. Compare that to a custom tool I made in Houdini that generates full renderable buildings instantly using just a few slider parameters that I defined. For instance, I used to model buildings by hand in Maya at a rate of 1 building every 16~20 hours. But if you give Houdini a shot, you'll see how it's an effort amplifier. But when we needed an Arnold Procedural instancer for a property with 10,000 square feet of grass, shrubs, trees and mulch, we coded it in a VEX wrangle within an afternoon. It used to be my go-to foliage tool, but it wasn't fun. They're just MEL scrips that require heavy, manual labor to get anything decent out of. I used Maya paint effects from 2011~2017.
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