WHOOOOOO.... the owner of the most "sweet" voice i've ever heard... with tons of meaningfull information... formaly, i'm in love
@caveman3575 жыл бұрын
She makes me wanna extrude, lol
@Ly4nik1Bowman16 жыл бұрын
3ds max without bugs ? Give me one.
@Arthurboy7774 жыл бұрын
"Traditional modeling suits" should take notes ! This is awesome! Big help 👏👏
@tomjerry846 жыл бұрын
The biggest headache of Boolean is topology, since you don't have vertex wield tool and only have primitive polysplit tool, it's hard to utilize Boolean in serious complex modeling
@strangeapprentice5 ай бұрын
Wonder if there will be new Modeling updates in 20.5?
@backbencher236 жыл бұрын
Nice job done. We can't wait to cuddle H17. One concern though, some of us are contended with the modelling tools and philosophy in H and prefer it to other traditional modelling tools. So it's a heartache if we ("I") feel SideFx undersales it! It sure still needs a lot of work to be as fast an experience and tidy as other tools but over time, you kinda dig the approach (But never the amount of sops in your node graph). As for amount of sops though, if I took the exact same steps as I would in a trad DCC modeller, I realise the problem is not with H, it's just that in trad DCC apps one never gets to see how much they've done in terms of operations and if they do it's usually a destructible list. So I'm glad that H retains all steps for me. The other major setback is actually on the user's side. One gets so found of procedural workflows that they don't want to or don't know when not to use them. This can pull back one's turnaround speed tremendously because proceduralism often requires more careful planning. This not always necessary. That said, there are a few flaws that we have raised to the devs so hopefully things get better. One I didn't mention before was how H lays down fresh nodes diagonally, off cursor position, off previous vertical node spacing, or in some random place in some cases. This further makes it necessary for the user to mind his node graph! Anyways, thanks to the best devs. We're always excited to hear from SideFx.
@srrich276 жыл бұрын
Thank the base houdini gods, this excites me almost as much as Velum
@anarkijex6 жыл бұрын
Since the Edit node is considered a blacksheep node or a destructive/non procedural node. why not just have an option in Edit node where you can add polymodeling tools inside the edit node. for example... on the edit node parameter tab, there's an "add polymodeling tool" option. you can add Polyextrude or polybridge inside the Edit node to enhance it's capability and consolidate the tools into just one Edit node. This way you can have an option to make the Edit node behave like the "edit poly" modifier in max.
@wernerziemerink6 жыл бұрын
Great work guys. Nice video, thanks Fianna! I just love this tool.
@vladartiomav24739 ай бұрын
Didn’t even knew Houdini can do this ! 🤯 But actually, why just not create a Modeling context which has it’s own rules and nodes
@jesusfreak_x3l6 жыл бұрын
Finally I get to see the face bearing the beautiful trademark voice. Hi Fianna.
@xl0006 жыл бұрын
kinda sexist comment though
@cherifaly67576 жыл бұрын
She's not beautiful ... She's ugly.. I thought she is a guy 🤣🤣🤣and I thought wtf is this guy has a female name??
@playboy83036 жыл бұрын
@@cherifaly6757 beauty does not belong to a particular race or skin tone, it's how you perceive ppl, instead of appreciating her tutorial, there are fuckers like you complaining for everything. And one more thing, GET THE FUCK OUT OF HERE
@chrmez6 жыл бұрын
lol what? what the hell is sexist about it?
@tomjerry846 жыл бұрын
And the biggest flaw is, copy sop can't output copies individually, it's quite common that we need to edit some of copies individually, but Houdini is so inflexible at this kind of free-form modeling.
@tomjerry846 жыл бұрын
Nice to see Polydraw, but you only need a free-form-geometry sop to hold any geometry
@lotdproduction4 жыл бұрын
Thanks for this. It was very helpful
@Dazzer12345675 жыл бұрын
Around 14:29 she starts dragging out new boxes.... I can't work out how to do that in H.18....... keyboard modifier? Anyone? SideFX, how about making a tutorial explaining all these features?
@zevnikov5 жыл бұрын
Fiona. I just fall in love with your magic voice. I could listen to you for days. It is very therapeutic watching polygons, edges, ploydraws out from your mind. I hope you are OK.
@unskilledguy84796 жыл бұрын
You're the girl from the tutorials!
@stevejjd6 жыл бұрын
This is like wrappatools for 3ds max
@mohanpugaz6 жыл бұрын
This is so cool and really needy, i can see sidefx is really pushing hard in modeling side, but we still need a more non procedural traditional modeling tool box inside houdini with all modeling operations to completely replace any other modeling apps we are using. I feel its still gonna be hard to model organic things in houdini even if we got this polydraw tool. Curious to know more about H17. It will be very usefull if we got some tool like an advanced modelbuilder which acts as a non- procedural tool for building models in a traditional way inside houdini, i feel like this is the only missing piece of puzzle to replace other apps entirely.
@user-gy6cv3ug5i6 жыл бұрын
Yep it's so close to replacing all other apps for me- already removed World Machine, Maya, Realtime FX / Destruction apps etc. I'm actually trying to just use it for everything since direct modeling can be done just is a little bit slower than in other apps, but this node looks like it'll greatly improve this. Everything about Houdini feels modern and robust, with improvements like these it'll easily become my core content creation app alongside UE4.
@FictionCautious6 жыл бұрын
Psst. Tell sidefx to buy modo and integrate it into Houdini. Maybe then modo will get proper development.
@zevnikov5 жыл бұрын
Curiosity is a mother of everything. ;)
@chandraverheij6 жыл бұрын
why are al the normals showed in red at some point being called trash and needs to be redone? whats wrong with em?
@dondoe74726 жыл бұрын
i had exactly the same question... anyone?
@i200106 жыл бұрын
So is this a Maya engine inside H?
@nick_kol_nick5 жыл бұрын
maya engine? what? maya don't even have one this is more like quadraw, but more powerful
@cherifaly67576 жыл бұрын
All these tools are very basic and it's already available in Maya and 3dsmax!
@chrmez6 жыл бұрын
ok? ..
@tomjerry846 жыл бұрын
Yeah, but I think what Houdini really need to improve is to be more BASIC ;)
@WARDISWARD6 жыл бұрын
All the tools in houdini are NOT available in 3dsmax and maya Got it ...?
@RUDIARIUSmax4 жыл бұрын
Maya and 3ds max is a piece of shit
@cherifaly67574 жыл бұрын
@@RUDIARIUSmax only for someone like you who don't really know them...
@XadaTen6 жыл бұрын
I disagree with having a single node that you do all your work in. It totally goes against the procedural nature of Houdini which is what makes it great. If you want a non-procedural style of modeling there are numerous 3d packages that offer this. If you want to clean up your network, then export the mesh to a bgeo file, save out a backup of the original network, and then file read in the cached network. This polydraw node seems ok though, a good compromise, as long as people don't start learning bad practices by modeling their whole model inside that single node and use it only for drawing a base shape from a reference image or something similar. Anyways, just my opinion. Guaranteed people will disagree. This is, of course, the internet. Lol
@Houdini_Bob6 жыл бұрын
if it can save time to hard surface model mostly using one tool, why not? also, not everything needs to be procedural. for instance you want to model a Star Wars AT-ST, I see this tool as being very efficient , you can still procedural model some parts of it.
@XadaTen6 жыл бұрын
I'm a LONG time 3ds Max user, escaping the Edit Poly "history gets erased as you work" style of modeling was the best thing that's ever happened to me. The ability to go back to any point in your modeling and make an adjustment is much better than having no way to return but to delete and start over. Houdini is better than stacking Edit Poly modifiers, Houdini breaks up the Edit Poly modifier into all it's individual components and allows you to network them in much more complex and interesting ways. The 3ds Max modifier workflow is just a straight line from bottom to top, not very interesting.
@jesusfreak_x3l6 жыл бұрын
They are not taking the older fashion away, just adding a new one for those who prefer it this way. You should understand they're a business and need to address the market's needs. They certainly have had feedback coming up, maybe from the Softimage market that this type of toolset would be a good addition. And I personally agree. There are times in Houdini where placing so many polysplits, polyextrude, poly etc. just ached me. This is a solution. If you want to model procedurally, the tools are there. If you want it the traditional way, from H17 the tools will be there too and sidefx will hopefully be making more money with new customers. Everybody happy.
@user-gy6cv3ug5i6 жыл бұрын
You can still do the same things procedurally if you want but this gives you the ability to work faster with no history if you want. Both options are there and you can choose exactly how much proceduralism you need. Ultimate flexibility! I don't want to have to pay an expensive monthly Max or Maya licence just to do traditional modeling when Houdini can do so much and is very close to being on par with other apps with this tool.
@XadaTen6 жыл бұрын
If the company starts spending all their resources on developing non-procedural tools, they will convolute the software/muddy the water, making it more difficult to use until it ultimately turns into Maya with it's mirage of randomly confusingly placed tools and plugins that are created to overcome the issues of a blackbox-like workflow. The only reason there's a lot of "feedback" for this kind of tool is because there's a lot of people coming from other non-procedural 3d packages who are too lazy or unwilling to learn an entirely new methodology of developing 3d so they want Houdini to be more like Maya or 3ds Max. Unless they are hiring an entirely new division to develop these kinda of tools, they are wasting their available resources trying to make the software more like the other 3d packages that some people, including me, have moved to Houdini in order to escape from. There are tons of outdated nodes that need updated to be multi-threaded, perhaps they should focus their efforts on this first. Anyways, it's not like my opinion or any of your opinions on this matter will change the trajectory of SideFX anyways, so I'm finished arguing now.
@madshader6 жыл бұрын
Please stop with the "umms" the "uhhs" and the "like"s. So irritating.