Add to that the extra nodes to store those selection sets and intermediate nodes, its no wonder maya networks end up looking as they do.Ĭompare this to a (admittedly simple) houdini network:Ĭonnections are clean, node layout is remembered, so it encourages you to arrange things nicely and put in notes, you can follow it from top to bottom pretty quickly and get an idea of whats happening its similar to reading a Nuke comp. 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.)
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