Thanks Oscar,

I am about to start rewriting them all for Houdini 15 (many many things have 
changed for the better and would be silly to do a plain conversion, really the 
new features need to be put forward)

You will have to be patient, will take me a bit as you can imagine.
jb

> On 11 Jan 2016, at 14:28, Oscar Juarez <tridi.animei...@gmail.com> wrote:
> 
> Hey, I'm not Jordi, but the guides can be found on the sidefx site:
> 
> https://www.sidefx.com/index.php?option=com_content&task=view&id=2711&Itemid=418
>  
> <https://www.sidefx.com/index.php?option=com_content&task=view&id=2711&Itemid=418>
> 
> Cheers
> Oscar
> 
> On Mon, Jan 11, 2016 at 3:26 PM, Eric Turman <i.anima...@gmail.com 
> <mailto:i.anima...@gmail.com>> wrote:
> 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 
> <mailto: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 
> <mailto: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
>  
> <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=-
> 

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