Ha ha ha…. It is true, we are all getting spoiled by Redshift… but hey! that is coming to Houdini too!!!
;-) jb > On 3 Jan 2016, at 19:22, Gerbrand Nel <nagv...@gmail.com> wrote: > > Wow.. forgot about this rant :) > It's been about 9 months since I wrote that, and I'm still pretty happy with > houdini. > Only thing I don't like much as a freelancer is Mantra. > Like Jordi said, its probably comparable to Arnold. (I did a fur job a few > months ago, and it was allot faster than Arnold for what we wanted to do) > Also like Jordi said, you can do some amazing things with mantra, like > distorting uvs with fractals at shader level (this has been blowing my mind > for the last few months) > > BUT... I get the feeling Mantra is designed for large productions, where > there is a farm to take the hits. > If you were spoiled by redshift, or octane, be prepared to pull some hair out. > I render most of my simple jobs through blender (cycles is bloody > awesome!!!), and heavy things with volumes I do in mantra. > > This just happened while I was replying to this mail.. > https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=42678 > Might be worth looking into :) > G > > On 02/01/2016 19:27, Tim Leydecker 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 >>> >> >> . >> >