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

Cheers
Oscar

On Mon, Jan 11, 2016 at 3:26 PM, Eric Turman <[email protected]> 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 <[email protected]> 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 <[email protected]> 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=-
>

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