Cant type in houdini engine maya11/19/2023 ![]() ![]() This might be ok if the nodes just had a single input and single output, but maya nodes definitely don't do this a standard deformer will need inMesh and outMesh connections, messages, worldspace connections to manipulaters, deformation clusters, membership lists etc. If the mesh data is simple, then the 'logic' of your scene setup has to be carried on the network. Why is this? One possible explaination is that the mesh data is simple verts store their vertex position, and that's it. There's no point trying to organise it as it'll just auto-layout as soon as you change any single node, unless you're a power user (or glutton for punishment), you generally don't go fiddling around down here. Houdini's Core concept: Points with data, manipulated via clean networksĬonnection wires everywhere, hard to read, hard to edit. (Wow, that list came out a lot more bitter than I expected.) You've wanted to start pushing the boundaries a little, and its time for a change.You've started to get interested in the fundamentals of 3d maths, but felt that using MultDivide and IfThen shading nodes is probably not the best implementation of said maths.You tried rigid bodies and were lucky to get 20 blocky shapes to work effectively.You've looked in dismay at bugs that have been in maya since v2, and chortled at the thought that even in a best case scenario, as a paying customer on full support, and you find a red alert bug, the best you can hope for is a service pack update that might fix it in 2 months.You've downloaded scripts from highend3d/creativecrash to do seemingly fundamental pipeline things. ![]()
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