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Anonymous No. 930266

Maya is just as node based as houdini and im tired of pretending it isn't. Everything is a node. You look at the hypergraph or node editor and all you see is nodes. You can create new nodes with the python or c++ api. You can sell your new nodes commercially, without releasing their underlying code, unlike blender. You can script nodes with the python api. Everything is a damn node. Same as houdini.

Anonymous No. 930368

how do you like it compared to houdini, as far as its node-based capabilities are concerned?

do you like the power nodes offer, or are they too complex and tedious for most tasks?

Most complaints about Maya from modellers is how useless its history is compared to Max, which is stack-based. It slows down your app and the history stack quickly becomes too complex to be useful for modeling workflows. In max, all operations are contained within the edit poly modifier, and history is recorded only when the user adds a new modifier. In Maya, every action is put in the history by default.

Anonymous No. 930371

>>930266
>everything is a node
Everything is just code, chud
>>930368
>how useless its history is compared to Max
>every action is put in the history by default
Yeah i was trained on maya and i was fucking shocked when i started using other software that i didnt have to manage my history every 5 seconds

Anonymous No. 930372

>>930371
cris!!!!

Anonymous No. 930431

maya invented nodes

Anonymous No. 930438

>>930368
When it comes to modeling no other software stands up to Max.

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Anonymous No. 930579

>>930368
>how do you like it compared to houdini, as far as its node-based capabilities are concerned?
>tfw you are manually editing mayas built in mel scripts in c:\program files\ and can understand every line

Anonymous No. 933041

>>930372
>implying cris will ever be trained on anything

Anonymous No. 933046

maya's nodegraph is horrible though, you have to connect 8 wires from each node to the next to get anything to function.

Anonymous No. 933055

>>933046
Use the new node editor instead of the hypergraph