Return-Path: Received: from smtp-vbr13.xs4all.nl ([194.109.24.33] verified) by media-motion.tv (CommuniGate Pro SMTP 4.2.10) with ESMTP id 4655455 for AE-List@media-motion.tv; Wed, 14 Mar 2012 19:56:57 +0100 Received: from coenst-lappie.fritz.box (a83-160-103-174.adsl.xs4all.nl [83.160.103.174]) by smtp-vbr13.xs4all.nl (8.13.8/8.13.8) with ESMTP id q2EJ43lB062737 for ; Wed, 14 Mar 2012 20:04:07 +0100 (CET) (envelope-from century@dds.nl) From: coen Mime-Version: 1.0 (Apple Message framework v1257) Content-Type: multipart/alternative; boundary="Apple-Mail=_38E7B229-525E-4A77-8E08-A5174618FB7C" Subject: Re: [AE] [OT] 3D program discussion Date: Wed, 14 Mar 2012 20:04:03 +0100 In-Reply-To: To: "After Effects Mail List" References: Message-Id: <7CB001CD-5F8F-4F65-AF24-449AAF2FFA1C@dds.nl> X-Mailer: Apple Mail (2.1257) X-Virus-Scanned: by XS4ALL Virus Scanner --Apple-Mail=_38E7B229-525E-4A77-8E08-A5174618FB7C Content-Transfer-Encoding: quoted-printable Content-Type: text/plain; charset=us-ascii Thanks for your thorough explanation. Wasn't sure what you were = referring to, makes sense now. I've dabbled a bit with the starting artist edition of Houdini, some = tutorials that is. (great initiative btw) The procedural modeling certainly was one of the points that stood out = in comparison with c4d. The learning curve appears to be too steep for now : / Really digging the nodes workflow though.=20 On Mar 14, 2012, at 7:20 PM, Alex Czetwertynski wrote: > The one thing that you get with Houdini for sure (not sure what Maya = and others provide in that region) is the constant possibility of = changing your geometry type and going back and forth between geometry = types. >=20 > Say you start with a primitive because you don't need more than one = point and want to keep your setup light, but for a different operation = need to have a polygonal mesh so you can manipulate segments of the = faces, and further down the line you would like a Nurbs surface because = you would like UV coordinates for free (purely hypothetical example of = course). It is very customary in Houdini to convert your geometry in = multiple ways depending on the operation you are doing.=20 >=20 > In C4d if you wanted to create a surface by lofting or sweeping = curves, you are unable to access the data that surface represents unless = you "bake" it, which means you have to keep a backup of your "live" = geometry in case you need to make changes down the line etc... > There might be ways to access this data in C4d using Python, but that = is beyond the reach of the every day user... >=20 >=20 >=20 > On Mar 14, 2012, at 10:57 AM, coen wrote: >=20 >> Ah you see that as a hack too :) >> I can see it's limitations. What other kinds of geometry are there in = other apps that you're missing in c4d? >> I find it quite versatile, but then again I haven't worked in = anything else. >>=20 >> Coen >>=20 >>=20 >> On 14Mar, 2012, at 6:20 PM, Alex Czetwertynski wrote: >>=20 >>> Yes and no, it is a cool hack, but it doesn't work for every single = type of operation you may want to do.... >>> It is just astonishing that a modern 3d program commits you to one = type of geometry only.... >>>=20 >>> Alex >>>=20 >>> On Mar 14, 2012, at 12:32 AM, coen wrote: >>>=20 >>>> If you are on R13 you might want to use the correction deformer = which takes care of this. >>>>=20 >>>> Coen >>>>=20 >>>>=20 >>>> On Mar 13, 2012, at 10:43 PM, Alex Czetwertynski wrote: >>>>=20 >>>>> If you convert a primitive to polygons, there is no going back.=20 >>>>=20 >>>=20 >>=20 >=20 >=20 --Apple-Mail=_38E7B229-525E-4A77-8E08-A5174618FB7C Content-Transfer-Encoding: quoted-printable Content-Type: text/html; charset=us-ascii
The one thing that you get with = Houdini for sure (not sure what Maya and others provide in that region) = is the constant possibility of changing your geometry type and going = back and forth between geometry types.

Say you start with a = primitive because you don't need more than one point and want to keep = your setup light, but for a different operation need to have a polygonal = mesh so you can manipulate segments of the faces, and further down the = line you would like a Nurbs surface because you would like UV = coordinates for free (purely hypothetical example of course).   It = is very customary in Houdini to convert your geometry in multiple ways = depending on the operation you are = doing. 

In C4d if you wanted to create a = surface by lofting or sweeping curves, you are unable to access the data = that surface represents unless you "bake" it, which means you have to = keep a backup of your "live" geometry in case you need to make changes = down the line etc...
There might be ways to access this data = in C4d using Python, but that is beyond the reach of the every day = user...



On Mar 14, = 2012, at 10:57 AM, coen wrote:

Ah you see that as a hack too = :)
I can see it's limitations. What other kinds of = geometry are there in other apps that you're missing in c4d?
I = find it quite versatile, but then again I haven't worked in anything = else.

Coen


On 14Mar, 2012, at 6:20 PM, Alex Czetwertynski = wrote:

Yes and no, it is a cool = hack, but it doesn't work for every single type of operation you may = want to do....
It is just astonishing that a modern 3d program = commits you to one type of geometry = only....

Alex

On Mar = 14, 2012, at 12:32 AM, coen wrote:

If you are on R13 you might = want to use the correction deformer which takes care of = this.

Coen


On = Mar 13, 2012, at 10:43 PM, Alex Czetwertynski wrote:

If you = convert a primitive to polygons, there is no going back. 

<= br>

=

= --Apple-Mail=_38E7B229-525E-4A77-8E08-A5174618FB7C--