
- Cant type in houdini engine maya update#
- Cant type in houdini engine maya manual#
- Cant type in houdini engine maya license#
Now we reached a point that they do not care. The closed beta is alone a parody - I have to add.Ģ years earlier big studios were not even talking with you if you were not handling Maya or Max with great confidence. I do not even care if this rumour is true or not, I do not use nor Maya or Max for my pipelines, but the fact that a rumour like this can exists, and the surreal attitude that Autodesk do not jumps in and starts to handle rumours like the above by clearly making a statement, that: "THERE WILL BE NO RESTRICTIONS DUE TO INDIE LICENSES" - beside the yearly earnings limit - is beyond the bounds of common sense.
Cant type in houdini engine maya license#
Now I just dead something as " if you want to render in Maya Indie with Arnold out of viewport in batch and do not want to have watermark, you have to buy Arnold license separately"
Cant type in houdini engine maya manual#
To pay 1200(with vat) JUST for your modelling, rendering tool / year is like if someone would ask the same price for a photo editing tool in 2020.īlender and Houdini can achieve already way more solutions as Maya or Max together and I believe that everyone knows the price of Houdini Indie and also the fact that with this 3 software you got not just polymodelling, parametrical modelling, procedural modelling, world wild leading simulation / VFX tools, 2 compositing tools, a sculpting tool, industry leading auto UV and retopology tools, incredible great manual UV, rigging, animation tools, game engine bridges but also 4 render engines. With that the prices are dropping as well. Small companies are rising and the demand to their work rises as well from day by day. The privilege of giant studios in the 3D DCC world is over. Nowadays it's not rare to see some one-man army projects where someone can handle the workflow that was possible to be done just by a team a few years ago. In the industry small projects are spreading thanks to incredible fast user-friendly applications. I will start with a very honest confession: I my self directed like 100 people to Houdini / Blender just in the last year. We do all our editing in the Attribute Editor since Channel Box doesn't have near enough control to be useful.I would like to share my first thoughts due to Maya / Max indie concept that is running its closed beta stage. Also, how much do you care about being able to access parameters in the channel box?Not at all. What about the attribute type/widget type of the attribute that affects the state? Pretty much all of the attribute types that affect the viability of other parameters in my asset are either Checkbox or Menu types.
Cant type in houdini engine maya update#
When you update a Maya attribute that should cause the disable or hide state to change, do you update it directly by editing in the AE, or is it via a result of some callback, connection or expression or setting it in some other piece of UI? I'm editing the parameters directly in the Attribute Editor. As for disabling and hiding, how complex are your typical controls for hiding or disabling? is it straightforward stuff like: hide or disable when does it depend on input geo state? or does it require a cook to modify the hide/disable state? In my asset the UI elements are hidden/shown or disabled/enabled just based off of the state of other Houdini Asset parameters set within Maya. maybe it's time for some finer granularity performance options? Right now, updating hide relies on a sync, updating disable should happen when an attribute affecting the parm update. Yes, there were concerns with the performance hit from autosyncing too much, and I know Andrew optimized the updating and cooking to limit the amount of cooking on updates during editing.

OK, I will take a look at autosync, and when it is and isn't updating.
