Does fabric currently have a stand alone UI for rigging and weight painting
? or do you need to import weight maps from what ever app you are intending
to finish in ?

On 2 January 2016 at 17:27, Tim Leydecker <bauero...@gmx.de> wrote:

> Now, to keep that thread alive and because Autodesk is about to gently
> push people more
> and more into the rental this but don´t own that corner.
>
> I´m currently dabbling with the "Apprentice" Houdini 15 version.
>
> Mostly at the single click level of things. Doubleclicking on a node still
> often drives sweat into my hands...
>
> It´s nice that using Physically based rendering and shaders as well as
> pretty much anything related
> to a first testrendering seems well enough balanced to give a pleasing
> result to start with. No gamma issues.
>
> Hit render, it´ll probably look not too shabby with the defaults already.
> That helps a lot in the first steps.
>
> But then really getting rid of indirect illumination noise is uhmm,
> something different thought.
> That´s where Houdini eats CPU power more than I would have expected
> actually, indirect bounce cleaning is expensive.
> Same for getting volumetric stuff noise free. That stuff sure is heavy to
> calculate and indirect bounce noise seems
> not too easy to get rid off even with the added controls available in
> Houdini 15.
>
> Or maybe my threshold for noise is too low. My personal noise threshold I
> mean.
>
> Coming from Arnold, playing with Houdini´s render settings feels familiar
> enough, thought.
>
> I like Mantra, even if I find it slow to what I am spoiled with from
> Redshift3D.
>
> --
>
> In terms of modeling and doing things inside Houdini, I wouldn´t want to
> miss an external asset creation package
> to go along with Houdini. Doesn´t matter what, Blender, Modo, Maya,
> Softimage, Max, etc.
>
> Just something more focused on asset creation or *.abc cache generation to
> be then pulled into Houdini.
>
> I can see myself using Houdini more and more for both first steps in FX
> and actual rendering shots.
>
> I like Houdini and the free entry ticket is great, I´ll be upgrading to
> the Indie soon. Just for playing.
>
> Cheers,
>
> tim
>
>
>
>
>
>
>
>
>
> Am 17.03.2015 um 11:11 schrieb Gerbrand Nel:
>
>> I'm not getting anything out of posting this, except knowing I might save
>> the life of a fellow artist.
>>
>> So I spent the last year learning Maya, and got to a point where I can
>> compete against people straight out of collage.
>> This got me a bit down, as I'm one of the more experienced softimage
>> artists here in South Africa.
>> At the end of 2014 I realized that 3D is no longer fun if it all has to
>> happen in maya for me.
>> My brain doesn't work the way maya works.
>> I'm also not much of a clairvoyant, so predicting what I have to do now,
>> just in case the director asks for something in 2 weeks from now, lead to
>> allot of back tracking.
>>
>> At first I decided to learn Maya over houdini because of the price tag of
>> Houdini FX.
>> It also seemed like I would exclude myself from bigger projects if I was
>> one, of only a few houdini artists around.
>> Houdini indie, and indie engine has completely nullified these concerns.
>>
>> The perceived learning curve of houdini was also a bit of a concern to me.
>>
>> I started learning houdini 2 months ago, and I can do more with it, than
>> I can with Maya after a year.
>> The first few days in houdini is pretty hard, but the whole package works
>> as one. Once you get your head around its fundamentals, doing something new
>> is fun and pretty easy.
>>
>> This might not be true for everyone here, but some of us needs a non
>> destructive open work flow.
>> So if you guys haven't tried it yet, and if you are fed up with the whole
>> "there is a script for that" mentality... there is a sop for that
>>
>> G
>>
>>
>

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