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=- >

