In my experience render times between Arnold and Mantra are very similar, only 
thing is that Arnold uses memory in a more efficient way (again in my 
experience) but you can do some really crazy stuff simply using Mantra, plus it 
is free and so far I have never found Mantra limits in production, even sending 
some insane amount of geo.

my 2 cents.
jb



> On 2 Jan 2016, at 18:27, 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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