pu
- Karma ROP for instant rendering of non USD Scenes -
karma working in obj context?
Looks like something like that, I guess we will have to wait until next week for some answers
SygnumI am first and foremost a 2D animator, I have been teaching Moho on my YouTube channel for over 10 years now, and last year I announced that I was switching to Grease Pencil for my 2D work, I don't hate blender, I am only a pragmatic that uses the right tool for the right job, and Houdini clearly outshines blender for 3D work.
The hate portion was not directed against you, sorry for the misunderstanding. But it's something that I read elsewhere very often. Let's not confuse Blender with it's users. I don't see how the foundation is pushing the hype. Like with a lot of things it's driven by a loud group of annoying users.
Anyways. I just think that Blender has quite a few bits that puts itself apart from Houdini and can supplement it in many ways. I'll use it and keep my mouth closed
GCharbit is a good thing, trust me
70% of blenders' donations come from corporations according to the blender's development fund, so this is what drives blenders' development, not the needs of the user base!
citizenYou can say the same for other DCC's. They are also missing some of Houdini's features and not every tool works perfectly. Problem is, that you are expecting Houdini to have the same workflows as you see in C4D or Blender. Mindset is an issue. Some modeling solutions in H are just wonderful, and DM is definitely a thing in Houdini.GCharbI'm not a blender user, but many Houdini modeling tools for hard-surface modeling are poor (glitchy/requiring weird approaches/lacking in features), a few are good and some are simply missing.
you can model the exact same way in Houdini as you can in blender, and then some
osongNot sure if serious...
and subd is absolutely same everywhere
SIgor420Yes, but we were talking about poly modeling just now.
You can say the same for other DCC's. They are also missing some of Houdini's features
SIgor420No, I don't. Some tools are poor, as in producing unexpected/weird results or missing some options, while others are downright missing. This is not an issue of preference/opinion/personal workflow/etc, they're empirically verifiable.
Problem is, that you are expecting Houdini to have the same workflows as you see in C4D or Blender.
Andrea Sbabopu
- Karma ROP for instant rendering of non USD Scenes -
karma working in obj context?
Looks like something like that, I guess we will have to wait until next week for some answers
citizenGCharbI'm not a blender user, but many Houdini modeling tools for hard-surface modeling are poor (glitchy/requiring weird approaches/lacking in features), a few are good and some are simply missing.
you can model the exact same way in Houdini as you can in blender, and then some
puNah, just press CTRL-B to bring your 3D view to full screen and model as you would in Blender, the blenders' pie menu comes directly from Houdini, just press C to bring it up, use 2, 3 and 4 for points, edges, and poly selection, and model away, the nodes will be created in the background, and if you ever need to go in the network editor for tweeking, you only need to press CTRL-B again, no need to switch to edit mode and all that jazz, its right in the interface, I do it all the time!citizenGCharbI'm not a blender user, but many Houdini modeling tools for hard-surface modeling are poor (glitchy/requiring weird approaches/lacking in features), a few are good and some are simply missing.
you can model the exact same way in Houdini as you can in blender, and then some
in houdini polymodelling requires a procedural mindset.
a mindset that I will never change : )
citizenosongNot sure if serious...
and subd is absolutely same everywhereSIgor420Yes, but we were talking about poly modeling just now.
You can say the same for other DCC's. They are also missing some of Houdini's featuresSIgor420No, I don't. Some tools are poor, as in producing unexpected/weird results or missing some options, while others are downright missing. This is not an issue of preference/opinion/personal workflow/etc, they're empirically verifiable.
Problem is, that you are expecting Houdini to have the same workflows as you see in C4D or Blender.
I saw your thread with the carriage and I hope you don't take it as a personal attack, but that's just not a very compelling showcase of modeling prowess. And even if it were, because I'm not saying that one can't model just about anything right now, I'm talking about the road of getting from A to B in Houdini, which is rather assiduous as it stands.
It looks to me that the users defending Houdini's DM capabilities, assume that the users criticizing it, have just not tried enough of Houdini's modeling. If only they'd change their mindsets...
SIgor420Cool, that's rare nowadays.
No worries, I am not offended at all.
SIgor420That just means that C4D modeling tools are exceptionally poor. It follows from your statement, I don't have exp with C4D, I'm more of an (almost former) "autodesk guy".
I am coming from C4D environment and trust me, H has more tools than C4D has.
SIgor420I might not be a Houdini master, but I've fully embraced its procedural workflow, being actually the reason that I got into it. My mindset is not the issue is what I'm saying.
And you do need a different mindset for Houdini, no matter what you do simply because of node-based workflows.
ctedinhttps://www.sidefx.com/docs/houdini/nodes/sop/gltf.html [www.sidefx.com]
If Houdini has full support for animated GLTF/GLB export to Blender's level, I'd feel a bit better about dropping Blender. Motionbuilder is still the standard for motion capture work, but Houdini's KineFX is really impressing me.
I've been looking into Modeler 2.0 from Alexey Vanzhula, but wondering if the new tools in 19 would close the gap. I might pull the trigger if my next project needs more traditional modeling. I LOVE Houdini for most of my modeling needs. It's really flexible, although the interface is not as smooth as I'd like.
Lutojar1 .In all honesty I have no idea, they just look pretty much the same, so I assumed that it came from Houdini, just like I assume the blenders' geometry nodes come from Houdini as well, although I might be mistaken!GCharbthey both got it from maya Blender has pie menus 5 years earlier than houdini to be fair
the new pie menu in Blender comes directly from Houdini,