Creating Particle Systems in Unity using Houdini

Alright so here is a quote fest for ya. I’m just going to lop all the post text up to this point in the response here.

What about Houdini? In other words, what is it about Houdini that you admire so much that you wish you could do inside a real-time engine?

What do you need to know where you go; Hey this doesn’t exist, I’ll just make it. Ya know, make an afternoon of it. No big.

ಠ‿ಠ

Is magic involved? I’m pretty sure magic is involved.

The question is, indeed, retorical. I’m just making an observation at “I noticed there was no mathematical method to explain the acceleration of falling bodies as to describe the position or velocity of the object at any given point in time, so I went and invented calculus!:grin:

Geeze. :laughing:

Good stuff. I look forward to understanding it. >_>


@Keyserito

What does that mean? How do you mean? It may be a given, but I don’t want to assume.
What counts as intuitive?

To interject, it’s not the tools, it’s the design of the tools. I’ve actually made mention of this before, in a previous post by Chris. Tech is either right or wrong, 1 or 0. For art there is no such thing, we can make two or 2 or thr33. If a Tech makes a mistake, they delete it and it is exactly that. Remove. Destroy. Poof. Yet for an artist, this is not for removing mistakes. As an artist, we don’t make mistakes - we realize them. An eraser is for sculpting lines, shading, and can even be used to draw. The pencil is the “eraser” then.

In other words Techs are Integer Numbers and Artists… heh… Irrational. How do we make a UX & UI that works for both minds?