There are several geometry nodes similar to Houdini. I’m looking for a spreadsheet or pdf file that displays nodes equivalent.
Example:
Scatter = Distribute Points on Faces
Attribute Create = Store Named Attribute
Bound = Bounding Box
There are several geometry nodes similar to Houdini. I’m looking for a spreadsheet or pdf file that displays nodes equivalent.
Example:
Scatter = Distribute Points on Faces
Attribute Create = Store Named Attribute
Bound = Bounding Box
I don’t think there are a lof of hybrid Houdini/Blender users over here…
Houdini is just another beast altogether, and lots of nodes will not be transferable in function, or maybe approximated with larger geo setups.
But… start here, and maybe others will expand on your list?
I think I’ve seen anyone who wants to send some Houdini to blender or replicate it.
But I didn’t see the node cleaned up.
In this case I believe that devs could copy and paste node names, which would help bring some Houdini users to Blender. Geometry Nodes is quite powerful but the way that data flows, nodes connections and names are an issue. Probably I’ll have to start as you said. Will be quite the exercise.
Devs won’t change the excellent node names just to attract Houdini users
oh… you sweet summer child…
Which ones don’t you find sufficiently descriptive?
I was working in houdini since 2017,it’s more advanced especially for games,for example you can setup huge project with integral language vex and easy to control,blender also have node can do many thing like procedural modelign.
But you can’t compare soft houdini=blender, or blender > houdini .
I’m not comparing softwares or trying to create a workflow between them. I’m currently studying Houdini and just noticed that some nodes are very similar or almost the same with different names, but Houdini names are very easy to remember. I thought that other users might already have a list or cheatsheet like in programming. Anyway I decided to do the Blender Studio course in parallel, which I highly recommend. There’s also this video that’s probably the best current explanation about GeoNodes work, if someone is interested.
Houdini is an expensive software for studios and most of them avoid it unless it is extremely necessary. I believe that GeoNodes is a good alternative for procedural modeling especially now with the new USD system (just missing MtlX nodes), and that feature would bring more visibility for Blender in mid sized productions. But there’s a need to bring more professional users to it, there are too many enthusiasts in Blender community.
Blender Geometry Nodes are a work in progress.
There are new ones, at each release.
Since their introduction in 2.92, some nodes were removed, some were split into more, some were renamed, some acquired more abilities.
Developers announced that they will create more zones, new inputs…
So, the shape of workflow is not sedimented, yet.
Nodes are there to allow combinations. User can achieve same result by exploiting different combinations.
So, although node can have one purpose relatively to other nodes of nodetree ; you can not really limit a node to one result.
The same can be applied to Houdini.
So, various cases, where a node can be used in Blender, may not match various cases an equivalent Houdini node can cover.
In order to succeed such comparison, you probably should start with the shorter list ( Blender nodes ), list most common use cases and then, try to identify Houdini nodes allowing same thing.
Because of amount of combination possibles ; that would probably be more time consuming and misleading, than comparing common basic node trees, useful nodegroups.
Houdini professional users probably don’t really need help to try and use blender geometry nodes.
Blender nodes are less numerous, organized into categories and have few socket types. Their level of complexity will probably not disturb them.
They will probably have issues, with other part of UI and UX, than nodes.