![]() It's a good thing I like fidgeting around making tools. ![]() ![]() And that is where I am, still developing my own tools and refining the approach to take with Houdini. It takes much more work in Houdini to get your own tools refined enough so that the price point makes it worth the while ( 300 Indie vs 6k SW). From my experience in the end, the difference between the two products designed/modelled that each software allows for is small but noticable. It makes it so easy for a very refined and 'absolute' dimensioned design - rather than doing some perspective viewing for a 'good enough' approximation. Along with drawing tools to create things like tangents and perpendiculars to curves, etc. the ease to set up very quickly, save by name for resuse - contruction planes which are synonemous with view planes. I found, especially with SolidWorks so many things are much easier to set up and do, both from viewing things in terms of an aesthetic viewpoint and establishing dimenstional relationships, e.g. I've used SolidWorks and Rhino and I know those programs could be considered more parametric but that doesn't mean knowing the tools you can't take a DM approach with that software which I have done. For myself I like to create models that are dimension/measurement related forms to each other, that are also organic for the purposes of 3d printing. I am not really sure why people are saying that DM modeling sucks It depends on what the user is aiming for. I will try to record something meaningful, but I am just not sure where to upload it. In short, once this is figured, modeling is really enjoyable and in some cases much more convenient then in other DCC apps. Then its also important to understand how nodes can interact with geometry directly from VP and which one to you use in which mode (Point, Edge, Primitive). Two come from Networks directly while the 3rd one can be achieved within the viewport, you just need to know how and that's something I figured on my own, didn't see that in all the tutorials I was watching. One good example is merging meshes and there are actually 3 ways how you can do that. Once that barrier is overcome, modeling becomes really a good experience. So far the most important thing is to figure out how VP works with shortcuts and how Networks behaving in relation to geometry. I would be interested in a short video of technique Well, I cannot agree, I would say it's quite opposite in some cases and very convenient to have Houdini's strengths on your side. yeah yeah I know FX isn't as simple as a press of a button but you do have a basis for a start, with modeling and especially quad modeling you do not. I know I will probably get slammed for this, but modeling in Houdini is not as simple as a "make it pretty" button, you really have to work at getting it all quad modeled and is not show stopping like FX seems to be. I would be interested in a short video of techniqueīobc4d really nice and well modeled. So it's not about that H sucks in this regard, it's more about others simply not demonstrating what's possible and how. ![]() I have watched a gazillion of tutorials and none did show DM modeling in a way I managed to model this. Now, I can see how people might have an impression that DM sucks in H. It needs a bit more functionality to really make it awesome, like for example, Proportional Beveling. I have to spend a lot of time trying out things and I am quite happy with what I can do with Houdini DM. I have found a lot of nice solutions for different modeling tasks. From what I have learned in the past two weeks is that things are quite the opposite. At this point, I am not really sure why people are saying that DM modeling sucks, or it's not possible or I should not do it in Houdini. This time with trying out DM modeling with vanilla Houdini stuff. ![]()
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