Hi Jordi,

Did you ever assemble your Houdini migration notes into a PDF or an ebook?

Cheers,
-=Eric


On Mon, Jan 4, 2016 at 6:52 AM, Gerbrand Nel <nagv...@gmail.com> wrote:

> Yeah Mantra has this ability to make the same looking render, take 4 min
> or 2 hours, depending on your settings.
> But for transparent stuff.. stay away!!! its worse than Arnold with
> internal reflections.
> Really can't stress enough how important blender has become for rendering
> in my pipeline.
> I've tested cycles against redshift, and octane, and in my tests, cycles
> came out top.. plus its free!!
> It's a real pain to learn yet another piece of software, especially
> blender, but I don't think we can afford to ignore it any more.
> If someone put a gun against my head and asked me to choose between
> blender and maya as the only tool for the rest of my life, I would probably
> go with blender.
> At least its not #mylife's future looks bright bullshit.
> If mantra can get gpu rendering for those smaller but annoying jobs, that
> end up paying most of my bills, life would be sweet, Until then its a mix
> between houdini and blender for me :)
>
>
>
>
> On 04/01/2016 12:23, Tim Leydecker wrote:
>
>> Regarding rendering in Houdini.
>>
>> Currently, in H15 (15.0303) I´m finding UDIM support a bit limited, f.e.
>> for all those cases where one
>> would want to do adjustment stuff to a texture put inside a Cop2net and
>> then pointing to that in a map slot.
>>
>> op:obj/cop2net/OUT
>>
>> The limitiation is that the file import available inside a cop2net dosn´t
>> provide UDIM extension resolving,
>> the workaround would be to do the adjustments to the UDIMS as if it was a
>> sequence (e.g. 1001, 1002, etc)
>> and then write the results out to file and link those as maps instead.
>>
>> That´s an extra step that could be seen desireable anyway, depending on
>> where the hand-off line for assets is
>> drawn between people/pipeline but still, I would prefer to be able to
>> keep the adjustments live and quickly
>> accessible directly from a map input slot, understood at a glance. A
>> personal preference I guess and not yet
>> checked against caveats in dependencies for a packaged/exported asset.
>>
>> All that´s obviously inspired by one of Rohan Dahlvi´s Houdini tutorials
>> (he´s using that for editing an Hdr for lighting).
>>
>> --
>>
>> For general rendering, Mantra really feels like a brother from a
>> different mother compared to Arnold.
>>
>> Same quirks when it comes to finding out how Normalmaps are interpreted,
>> colorspace/tonemapping guesswork needed when
>> driving stuff like the roughness and even similar types of rendering
>> artifacts. Indirect bounce noise, gloss/reflect firelies, etc.
>>
>> One example is driving a roughness in a material with a texture that
>> hasn´t been clamped a little bit. It´s easy enough to create
>> fireflies with (ultra)blacks in that texture and end up trying to sample
>> that away in rendering. Couple that with DOF and you
>> find yourself using insane levels of pixel samples and noise threshold to
>> get rid of those fireflies. Won´t work, check your roughness
>> values, clamp to 0-1 (or 0.1-0.8) and find that you can save hours of
>> render time...
>>
>> Like I said, it feels just like Arnold, the same user, the same problems
>> :-)
>>
>> Cheers,
>>
>>
>> tim
>>
>>
>>
>>
>>
>>
>>
>> Am 03.01.2016 um 20:07 schrieb Gerbrand Nel:
>>
>>> 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
>>>>>>>
>>>>>>> .
>>>>>>
>>>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>


-- 




-=T=-

Reply via email to