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
>>> 
>> 
>> .
>> 
> 


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