Hehe! There you go, another variation ;) I've not tried that one, but that
sounds like a better way of going about it than my previous attempts with
instancing into subnets.






On 21 May 2014 at 22:57 Jordi Bares <jordiba...@gmail.com> wrote:

> I do miss XSI passes a bit… The thing as you know is that there is no the
> concept of passes, you can mimic it although not 100% so people just find
> their approach and become very proud of it not knowing XSI has the very finest
> system since day 1.
>
> I never use takes for passes but for overrides and use ROPs together with
> bundles instead of explicit references of "object merge" style approaches.
>
> The thing I am not sure i want to give up now is the approach of ROP networks
> dependencies so I can trigger very complex setups and simply go home.
>
> ;-)
>
> Jordi Bares
> jordiba...@gmail.com
>
> On 21 May 2014, at 22:51, Andy Nicholas <a...@andynicholas.com> wrote:
>
> > 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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