It's been a while and I didn't use them extensively but Houdini has quite a
robust "render pass" element to it.

On Thu, Jan 22, 2015 at 3:08 PM, Kris Rivel <krisri...@gmail.com> wrote:

> What's the status of Houdini and/or other apps in terms of render passes,
> etc.? I just love me some passes and overrides and have been using them
> insanely for years. I'm terrified to try and work without them.
>
> Kris
>
> On Sun, Jan 18, 2015 at 4:40 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Be ready to have someone write some help if you ever do, without a decent
>> system to reduce them to sparse data and to work do the work GPU side 800
>> shapes move at the speed of a brick chained to a column, especially in Maya
>> :) XSI 5 however was managing it respectably well already on Pentium III
>> and 4s back then :)
>>
>> On Sun, Jan 18, 2015 at 2:44 AM, Greg Punchatz <g...@janimation.com>
>> wrote:
>>
>>> Thanks Raff,
>>>
>>> I have used both techniques but never heard some of those terms.... ICE
>>> made doing this work much easier for me.
>>>
>>> I have never ended up with 800 shapes.... but give me the time and the
>>> budget and that sounds like a blast :)
>>>
>>>
>>> On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
>>>> You can blame Bay Raitt for some of the names being thrown around, and
>>>> the LISP community he grew up in :)
>>>>
>>>> Combination sculpting comes in two flavors, FACS based, with
>>>> expressions tabled out and combinations being largely corrective and
>>>> flattened out, and twitch based, with shapes representing individual
>>>> muscles as roots, combinations of nearby muscles in couples or triplets as
>>>> first branch, and so on to full face compensation, usually you stop at tier
>>>> three or four, which can easily get you hundreds of shapes (Charlotte in
>>>> Charlotte's web was twitch combinations and amounted to 802 shapes, Gollum
>>>> in return of the kind was FACS and I think Bay ended up in the 820 or so
>>>> range in the end).
>>>>
>>>> You can use something like stretch mesh (or ideally better)
>>>> equalisation process after that to reduce drift if you're in a hurry with
>>>> the broad strokes.
>>>>
>>>> Combinatorics are shapes that bridge two other shapes by correcting
>>>> their conflict (additive) rather than by replacing them (you can combine
>>>> with C = abs(A-B) in the former, or suplant with C = abs(A-B) and then
>>>> subtract C's intensity from A and B).
>>>>
>>>> On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz <g...@janimation.com>
>>>> wrote:
>>>>
>>>>> We (Brad did all the ICE magic) worked up some pretty niffy tricks for
>>>>> our head tech demo.
>>>>>
>>>>> We could pose our head which was a slightly enhanced FR rig export a
>>>>> reference head into ZB... bring it back into soft the subtract the the
>>>>> deforms of the mesh and reapply only the differences from the corrective
>>>>> shape.
>>>>>
>>>>> Point drift is caused most of the time by subdividing the model in
>>>>> Zbrush. If you do a subdivision in Z all your base point will shift.   In
>>>>> our case the mesh was dense enough that was not an issue, we could still
>>>>> clearly see the forms without subdividing while in Zbrush. Brad wired up a
>>>>> ICE tree for the imported corrective shapes to be triggered by pulling
>>>>> different distances from the rig. Of course drift can happen from someone
>>>>> moving points they have no business of moving, or even worse they move
>>>>> points in the wrong direction for the correction or shape. I always work 
>>>>> in
>>>>> a stepped process to avoid this for shapes, whether I sent to Zbrush or
>>>>> not. I am at first only focused on how the point mass moves first. I try 
>>>>> to
>>>>> get this done with as few proportional moves as possible. Then I test the
>>>>> motion in Soft and on the rig.,  take a look at what it looks like with 
>>>>> the
>>>>> jaw open etc. Then I slowly massage the shapes into place checking the
>>>>> sculpt in action
>>>>>
>>>>> I don't remember if the zbrush link busts your rig, in our case the
>>>>> workflow was to use separate reference geo.
>>>>>
>>>>> It is better if it when done all under one roof but if my point count
>>>>> goes high enough  I will jump through a few hoops to get to a better point
>>>>> manipulator.
>>>>>
>>>>> Raf I have never heard the term combinatorics before, and when I
>>>>> looked it up I could not find any references that clearly showed me how it
>>>>> applied to shape animation or rigging. Can you point me to a reference 
>>>>> that
>>>>> might help fill in my knowledge gap  : )
>>>>>
>>>>> Also Eric,  I had heard of folks having a different neutral vs
>>>>> skinning pose but I have not really seen a good explanation of the idea. I
>>>>> have modified a sculpt to be better for rigging, but that shape then
>>>>> becomes my base shape. What is the difference?
>>>>>
>>>>>
>>>>>
>>>>> On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane <
>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>
>>>>>> If you're doing combinatorics you don't model the shapes in
>>>>>> isolation, you tweak a base and need to see the result on the 
>>>>>> combination,
>>>>>> which might be one to four tiers of combinations away.
>>>>>> You don't do combination sculpting without the rig because you don't
>>>>>> do combination sculpting on the final shape half the time if you're
>>>>>> sensible and can't waste a lot of time in kickbacks.
>>>>>>
>>>>>> Doing shapes in ZBrush is doable, but they all need a lot of work
>>>>>> after coming back in because by the nature of ZBrush you will have shit
>>>>>> drifting all over the place. When they will add more than a single morph
>>>>>> and a few simple vector operations to wire the morphs it will then be the
>>>>>> ultimate tool for it, right now it's like trying to drive a truck out of 
>>>>>> a
>>>>>> parking lot with a small gate. Blindfolded. On iced out ground. With a
>>>>>> monkey hitting you on the head with a baseball bat every five seconds.
>>>>>> Technically doable, but not worth the bother unless you get to show the
>>>>>> mental breakdowns on TV and cash them in :)
>>>>>>
>>>>>> If you're doing cartoony or largely procedurally shaded stuff you can
>>>>>> take a fair amount of drift. if you're doing something that has hundreds 
>>>>>> of
>>>>>> rigid scales or precisely styled hair bound to the UV space it's an
>>>>>> unmitigated disaster when you don't have something like Soft (or a 
>>>>>> shitton
>>>>>> of stuff piled on top of Maya) around to do the work.
>>>>>>
>>>>>> On Sat, Jan 17, 2015 at 6:16 PM, Greg Punchatz <g...@janimation.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Raff while what you say is true about needing to check the results
>>>>>>> of your sculpts in combination with with other shapes and deformers. 
>>>>>>> There
>>>>>>> is no reason those edits should not be done in the tool-set best suited 
>>>>>>> to
>>>>>>> sculpt.
>>>>>>>
>>>>>>> Using something like Zaplink or a few scripts can make the back and
>>>>>>> forth seamless.  ICE made it so much easier to to pose based 
>>>>>>> deformations
>>>>>>> and corrective shapes using Zbrush to edit.
>>>>>>>
>>>>>>> That being said I still do a great bit of my shape work in soft,
>>>>>>> unless its a very dense mesh, then I whip out the Z
>>>>>>>
>>>>>>> On Fri, Jan 16, 2015 at 6:16 PM, Raffaele Fragapane <
>>>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>>>
>>>>>>>> The problem with ZBrush, or any modelling app that doesn't have
>>>>>>>> your full rig in it, is that for things like combination sculpting 
>>>>>>>> they are
>>>>>>>> useless, because you need to see multiple timelines of the shapes
>>>>>>>> converging as you refine them for the result to be any good. It's also 
>>>>>>>> a
>>>>>>>> ton easier to get combinatorics started in Soft since you can start any
>>>>>>>> shape from any number of others with ICE. I so miss that in any other 
>>>>>>>> app
>>>>>>>> (that last bit is literally the only one where Houdini could compete or
>>>>>>>> even surpass Soft, actually, though it's somewhat painful to wrangle 
>>>>>>>> the
>>>>>>>> shit together when you hit a certain degree of complexity and you end 
>>>>>>>> up
>>>>>>>> spending more time making an uber rig than you do working the shapes'
>>>>>>>> alignment).
>>>>>>>>
>>>>>>>> On Fri, Jan 16, 2015 at 11:27 PM, Jordi Bares Dominguez <
>>>>>>>> jordiba...@gmail.com> wrote:
>>>>>>>>
>>>>>>>>> Thanks for the notes, there has been quite a lot of changes but it
>>>>>>>>> is true there are a few of your comments still pending, the most 
>>>>>>>>> pressing
>>>>>>>>> to me is speed and the viewport needs still lots of love.
>>>>>>>>>
>>>>>>>>> BTW, I was not advocating to use Houdini for modelling though,
>>>>>>>>> rather use Zbrush to be honest and now that Zbrush is getting closer 
>>>>>>>>> to a
>>>>>>>>> full set of traditional modelling tools it is pretty obvious it is the
>>>>>>>>> route to go.
>>>>>>>>>
>>>>>>>>> My feeling is that character work is certainly more painful but at
>>>>>>>>> least you get some serious gains and unfortunately there are no 
>>>>>>>>> options so
>>>>>>>>> we are in a transition moment.
>>>>>>>>>
>>>>>>>>> So far they are listening and moving forward so I will stick to
>>>>>>>>> Houdini for the time being and keep an eye on others.
>>>>>>>>>
>>>>>>>>> :-)
>>>>>>>>>
>>>>>>>>> jb
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On 16 Jan 2015, at 21:28, Raffaele Fragapane <
>>>>>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>>>>>
>>>>>>>>> A lot of quality rigging, despite piles of papers trying to sell
>>>>>>>>> the public on the contrary, is still manually tweaked. Taking things 
>>>>>>>>> out of
>>>>>>>>> the app where you have the full rig makes authoring a major pain. The 
>>>>>>>>> most
>>>>>>>>> basic example is shapes, doing shapes work in XSI for something like a
>>>>>>>>> combination sculpting setup was as easy as it got, especially after 
>>>>>>>>> ICE.
>>>>>>>>> The way data is presented and accessible, the speed on large
>>>>>>>>> meshes, the modelling toolkit, it all lent itself to that kind of 
>>>>>>>>> work in a
>>>>>>>>> perfect storm scenario.
>>>>>>>>> Doing the same in Maya, comparatively, is beyond painful and
>>>>>>>>> requires a pretty big staging effort to separate work and write 
>>>>>>>>> accessory
>>>>>>>>> tools, in Houdini you don't even have a particularly intuitive 
>>>>>>>>> modelling
>>>>>>>>> toolkit, and the handling of large meshes was pretty meh with it (at 
>>>>>>>>> least
>>>>>>>>> up to 12, it seems to be getting better and promising to be getting 
>>>>>>>>> better
>>>>>>>>> again).
>>>>>>>>>
>>>>>>>>> The toolkit in general is pretty hard to impossible to give to a
>>>>>>>>> modeller with little inclination to learn something like Houdini, 
>>>>>>>>> while
>>>>>>>>> with both Maya and Soft that's not a big challenge.
>>>>>>>>>
>>>>>>>>> I haven't tried the muscle system in a while, so my comment might
>>>>>>>>> be dated to the point of not being valid, but the last time I did it 
>>>>>>>>> was a
>>>>>>>>> bit of a joke. No arbitrary topology for the deformers unless you 
>>>>>>>>> cloth
>>>>>>>>> collided (and the cloth solver was anything but acceptable), only 
>>>>>>>>> some weak
>>>>>>>>> superset of metaballs, rather slow, but at least it was relatively 
>>>>>>>>> stable,
>>>>>>>>> and overall clunky and requiring the lot a lot of micromanagement and 
>>>>>>>>> a lot
>>>>>>>>> of SOPs that often refused to play nicely with the rest of the app.
>>>>>>>>> Mind, I haven't found a single commercial muscle system I would
>>>>>>>>> use if they paid me for it, which is pretty embarrassing given when we
>>>>>>>>> needed one for WWD we got a rather intuitive one done in just a few 
>>>>>>>>> weeks
>>>>>>>>> that worked for over 99% of the show meshes without manual 
>>>>>>>>> intervention of
>>>>>>>>> any sort on the sim, and literally only a dozen mesh fixes across 
>>>>>>>>> over 800
>>>>>>>>> shots.
>>>>>>>>>
>>>>>>>>> On top of all that, and again this is pre-14, most pre-13, it's
>>>>>>>>> slow. Mind boggingly slow to articulate a decent animation rig. I 
>>>>>>>>> suspect
>>>>>>>>> this last point has been, or is about to be, superseded though since 
>>>>>>>>> the
>>>>>>>>> viewport has been getting some love.
>>>>>>>>>
>>>>>>>>> The main issue though remains that preparing an asset in Houdini
>>>>>>>>> remains a long and involved process which very few people from other
>>>>>>>>> departments, some times nobody, can be recruited into, it's born, 
>>>>>>>>> lives and
>>>>>>>>> dies in the hands of TDs.
>>>>>>>>>
>>>>>>>>> I've always had a soft spot for Houdini, and I'd give my money to
>>>>>>>>> SideFX rather than many other companies any day of the year, but as a
>>>>>>>>> company their commitment to character work of artistic or hybrid 
>>>>>>>>> nature has
>>>>>>>>> always been patchy (and I don't necessarily blame them for it) and 
>>>>>>>>> subpar.
>>>>>>>>> They have a lot of work to make up for it, but they seem to be
>>>>>>>>> slowly doing it while making sure they don't lose their core business 
>>>>>>>>> with
>>>>>>>>> FX and end-to-end clients.
>>>>>>>>>
>>>>>>>>> I will certainly be looking at H14 as soon as some space for it in
>>>>>>>>> the stash of stuff I need and want to do before clears up :)
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On Fri, Jan 16, 2015 at 6:45 PM, Jordi Bares Dominguez <
>>>>>>>>> jordiba...@gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> May I ask you to elaborate the “complex character rigging and
>>>>>>>>>> tuned deformation”, I may be missing something.
>>>>>>>>>>
>>>>>>>>>> To start with you have muscles in Houdini which you don’t, let
>>>>>>>>>> alone FEM simulations and a universal physics engine to cope with 
>>>>>>>>>> pretty
>>>>>>>>>> sophisticated things…
>>>>>>>>>>
>>>>>>>>>> Certainly it is easier in Softimage and more artist friendly to
>>>>>>>>>> setup but I see the rigging side as one very strong point.
>>>>>>>>>>
>>>>>>>>>> If you are talking about screen space corrections, blend shapes
>>>>>>>>>> and advanced contact collision its certainly doable with  the 
>>>>>>>>>> toolset.
>>>>>>>>>>
>>>>>>>>>> :-|
>>>>>>>>>>
>>>>>>>>>> thx
>>>>>>>>>> jb
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On 16 Jan 2015, at 16:59, Raffaele Fragapane <
>>>>>>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>>>>>>
>>>>>>>>>> It's only true for some definitions of rigging.
>>>>>>>>>> If you need proceduralism of course it does spectacularly well,
>>>>>>>>>> and assets are simply best of breed in the industry and have been for
>>>>>>>>>> years, end of story.
>>>>>>>>>> For the hand-crafted complex character rig and tuned deformation
>>>>>>>>>> kind of job though, no, it's not nicer than Soft, and I'd be hard 
>>>>>>>>>> pressed
>>>>>>>>>> to make an argument for it over Maya (which I consider pretty bottom
>>>>>>>>>> barreling already without a ton of custom work).
>>>>>>>>>>
>>>>>>>>>> Some of the upgrades in H14 and some of the future roadmap do
>>>>>>>>>> bode well for that though.
>>>>>>>>>>
>>>>>>>>>> On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel <nagv...@gmail.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>>  Well I say nicer, because there are allot of toys to play with.
>>>>>>>>>>> I think rigging is the part where you need a non destructive
>>>>>>>>>>> procedural work flow the most.
>>>>>>>>>>> In Maya it feels like you have to make damn sure you are done
>>>>>>>>>>> with step A before moving onto step B.
>>>>>>>>>>> Houdini is flexible to the point where you become reckless with
>>>>>>>>>>> your work flow :)
>>>>>>>>>>> Bit more complex when you get started, but worth it.
>>>>>>>>>>> The auto rig at the very least doesn't break like the soft one
>>>>>>>>>>> used to in 2011 :)
>>>>>>>>>>> G
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On 16/01/2015 14:08, Mirko Jankovic wrote:
>>>>>>>>>>>
>>>>>>>>>>> Riggin nicer then Soft?
>>>>>>>>>>> Will have to check it out then.. In maya rigging and enveloping
>>>>>>>>>>> is huge crap and biggest reason that I don't wanna ago back int 
>>>>>>>>>>> othat hell
>>>>>>>>>>> at first place.
>>>>>>>>>>>
>>>>>>>>>>> On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel <
>>>>>>>>>>> nagv...@gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> After trying to learn maya for about 6 months, learning houdini
>>>>>>>>>>>> is a breath of fresh air!!
>>>>>>>>>>>> It is not softimage, but I think its the only thing that will
>>>>>>>>>>>> come close to the flexibility and power of soft for small studios 
>>>>>>>>>>>> and
>>>>>>>>>>>> freelancers.
>>>>>>>>>>>> Once you get into it, It is even more power.
>>>>>>>>>>>> I tried learning it about 2 years ago, and gave up because I
>>>>>>>>>>>> thought my time would be better spent getting better in soft (the 
>>>>>>>>>>>> future
>>>>>>>>>>>> was still bright back then)
>>>>>>>>>>>> Back then it seemed complicated, but after dealing with maya,
>>>>>>>>>>>> it feels sooo much friendlier.
>>>>>>>>>>>> The way I see it, you get the operator stack, and ice tree, all
>>>>>>>>>>>> in one place, the network view
>>>>>>>>>>>> So its one thing to learn.
>>>>>>>>>>>> In Maya I feel like I have to learn new software every time I
>>>>>>>>>>>> do something else.
>>>>>>>>>>>> Rigging I found nicer than soft, and the animation editor in
>>>>>>>>>>>> houdini feels like a polished version of the soft one.
>>>>>>>>>>>> Houdini engine is still blowing my mind.. like it doesn't stop!!
>>>>>>>>>>>> At $300 you cannot ignore this as a piece of your pipeline!
>>>>>>>>>>>> I'll probably do allot of work in maya because I need to fit
>>>>>>>>>>>> into teams of Mayans, but with the houdini engine, I can do the 
>>>>>>>>>>>> work in the
>>>>>>>>>>>> software best suited for it, without forcing the rest of the team 
>>>>>>>>>>>> to
>>>>>>>>>>>> conform.
>>>>>>>>>>>> G
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On 16/01/2015 12:08, Mirko Jankovic wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> modeling and character riga nd animation wise it is I assume
>>>>>>>>>>>>> sitill nt as suser friendly as SI right?
>>>>>>>>>>>>> how us ievrall generalist and smalls tudio experience?
>>>>>>>>>>>>> SI is more or less out of the box great steramlined solution..
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> --
>>>>>>>>>> Our users will know fear and cower before our software! Ship it!
>>>>>>>>>> Ship it and let them flee like the dogs they are!
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> --
>>>>>>>>> Our users will know fear and cower before our software! Ship it!
>>>>>>>>> Ship it and let them flee like the dogs they are!
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> Our users will know fear and cower before our software! Ship it!
>>>>>>>> Ship it and let them flee like the dogs they are!
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>>>> it and let them flee like the dogs they are!
>>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>> it and let them flee like the dogs they are!
>>>>
>>>
>>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>

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