Yeah,, not to indie :(
On 03/01/2016 20:27, Jordi Bares wrote:
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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