Note the “near non-destructive” instead of “non-destructive” as not everything are fully revertible unless you progressively version your scene file! Maya Node Editor Maya Hypergraph (Connections) You don’t get to see what’s going on as most of the operations are hiddenfrom you and with that in mind, destructive while it is near non-destructive in Houdini. Just remember that there are nodes that can be created at any networks while some are restricted to specific level. ![]() More info about the network types can be found here: If you observed the dropdown at the top left of the screenshot, we haveĭepending on the type of nodes, you’ll be managing a minimum of one (obj) and up to seven major networks! Well excluding the possible dozens of subnetworks- While most networks will be created manually, some like the popsolver are actually pre-made network Not every node can be simply place anywhere. Now let’s take a look at Houdini 16 Network Editor (there are minor changes in the UI for older version). A typical Nuke node graph The Relationship Editor in RealFlowĪs you can see in the screenshot above for both Nuke and RealFlow, majority of the nodes are layout as it (with the few exception like Gizmo, Group and Precomp in Nuke). The initial “culture shock” for me when using Houdini for the first time is the concept of navigating the networks. I have a Network within a Network within a Network ![]() Still I’m more of a Max person but I recognise the strength of Maya and the transition is not that bad actually since it is quite similar in both the UI and UX! I remember spending more time asking my colleagues, referring to the docs and googling for solution on navigating Maya UI for the first two months! That was really not a productive moment for me but as I become accustomed to Maya workflow, I can see why it is the still the primary backbone DCC for most studios. Well that all changes when I start working at my ex-workplace where Maya is the main DCC for majority of the work. So there goes my half-hearted attempt in learning Maya and ended up using Max for majority of my assignments including final year project… at least creating a cube is straightforward in both software. 3ds Max became my main 3D package (excluding my short lived period with ZBrush and Sketchup) until 2011 where I need to use Maya 2012 for university’s assignment… which took me longer to accomplish something than what I can do in Max. Not my screenshot but look at that glorious Windows XP theme… and ICQ, Photoshop 7, Outlook Express, IE6 etc running in the background.īack in 2003, I started playing around with 3ds Max 5 as my very first 3D Digital Content Creation (DCC) to create prefabs for Max Payne 2 mods (that didn’t really see the light of the internet–). While I do not have exposure to Houdini in actual production at my prior workplace, I tried to adapt what I’ve learn in Maya, 3ds Max and RealFlow into Houdini… should be a frictionless learning curve right? The Uncanny Valley in Learning New Software 3ds Max 5 Screenshot. ![]() In this post, I’ll be covering the overall goal of Project DQ that is as a learning platform for using Houdini for all FX tasks.Īs the demand of Houdini skills for FX shots risen for the past several years, I realise it is time to pick it up or get left behind.
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