Sure, conventions are always necessary, but more so with Houdini. Some people
use Takes as passes, others use ROPs with object masks into subnets as passes.
Or you could use a mix of the two approaches.


At least in Soft, passes are passes!


A




On 21 May 2014 at 22:16 Jordi Bares <jordiba...@gmail.com> wrote:

> It is the same with any package the only thing is that Houdini artists tend to
> be more of a peculiar type… you just have to make sure they stick to the
> conventions like all Softimage users do (for example on how we setup passes)
>
> Jordi Bares
> jordiba...@gmail.com
>
> On 21 May 2014, at 22:12, Andy Nicholas <a...@andynicholas.com> wrote:
>
> > Sure. There's certainly a lot of potential there. It's just that the
> > openness
> > means that the workflow is very open to interpretation. Houdini's a bit like
> > coding, everyone has their own style so you can get in a mess. It's very
> > easy to
> > add in quick little "fixes" which other people might look on as hacks
> > instead.
> >
> > A
> >
> >
> > On 21 May 2014 at 21:25 Francois Lord <flordli...@gmail.com> wrote:
> >
> >> And how would it fare as a lighting/shading/rendering hub?
> >> I'm very hesitant to move to Maya just for it's lack of a true a pass
> >> system. But then, there's only Houdini and Katana. We could add to the
> >> list Modo and Clarisse (which I'm surprised nobody talked about here
> >> yet) but we need Arnold.
> >>
> >> On 21-May-14 15:55, Andy Nicholas wrote:
> >>>  From my experience, it's still relatively slow. A lot of stuff is still
> >>> single
> >>> threaded although they've done a lot of work to improve that recently. Be
> >>> ready
> >>> to eat up a lot of disk space too, as you'll be caching stuff out all the
> >>> time
> >>> to make up for the lack of speed.
> >>>
> >>>
> >>> Despite what many say about Houdini being great for particles, compared to
> >>> ICE,
> >>> the particles workflow is bloody awful. The nodes are super basic which
> >>> means
> >>> you have to roll your own out of VOPs, which are then super slow. ICE and
> >>> Arnold
> >>> are a dream for instancing, but Houdini drives me insane with slow and
> >>> flaky
> >>> workflows (although I probably need to update my knowledge since some of
> >>> the
> >>> new
> >>> features have come out - e.g. packed primitives).
> >>>
> >>>
> >>> Generally in production, expect not to see any significant results out of
> >>> Houdini artists for the first 70-80% of the job. That can be a real pain
> >>> for
> >>> working with needy clients. Once you get past that point though, they'll
> >>> be
> >>> able
> >>> to turn new versions out very quickly. Unfortunately, if it doesn't look
> >>> good at
> >>> that point you've got a crap load of work to redo, and it can really bite
> >>> you in
> >>> the ass if you don't have a good backup plan.
> >>>
> >>>
> >>> When it comes to commercials, not a lot beats ICE and it's rigid body
> >>> implementation for speed and ease of use, and I really miss not having
> >>> that
> >>> in
> >>> Houdini. Doing simple stuff in Houdini's DOPs can require an hour of
> >>> research
> >>> trying to find out what data you need to modify, and how to actually
> >>> implement
> >>> it.
> >>>
> >>> I could go on a lot longer, but all I'll say is that you have to be super
> >>> careful when you decide to throw a job at Houdini. Make sure you have R&D
> >>> time
> >>> built in if you haven't done a particular effect before.
> >>>
> >>> A
> >>>
> >>>
> >>>
> >>>
> >>> On 21 May 2014 at 19:42 Francois Lord <flordli...@gmail.com> wrote:
> >>>
> >>>> So...
> >>>> What are houdini weaknesses? What is missing in Houdini compared to
> >>>> Softimage? Would you run a company only using Houdini as 3D app? Why not?
> >>
>

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