Thursday, September 9, 2010

Let's Talk about houdini

Today, i think i'll talk technical. Or give a brief what i think of houdini so far. Houdini unlike maya, is done procedurally. That means unlike maya, you don't have to make minute changes a hundred times. This is houdini's strength and if you find yourself doing that, then that is inefficient.

So far, the tutorials I have been working on have covered alot about working with SOPs. SOPs generally is what controls things in houdini and each variable is controllable by creating an expression. Expressions generally allow the user to control the variables via commands like sin($F). What this basically does is sine the frames to generate a value. This is useful as you could create complicated expressions like sin(($F/5)%6). which basically carries out a mathematical formula.

Houdini works alot like maya, but certain things, can be done easier in maya. First and foremost, houdini is a side effect software not a modelling software. At least it's being advertised as such. However, it can still do most things that maya can do. Only that houdini has some really annoying filesystem. It keeps the non commercial files different from those of the commercial ones. Since in the office i've been using the commercial one, when i get back to my own laptop, i'm using the apperentice. It immedietely converts it and i can't convert it back.

Well, yeah. Preety much that's my rant and overview of houdini, with my experience over the last week or so working with it non stop. Will write up another piece as i move along.

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