I don't have a huge amount of experience with Katana but I'd say they're
very loosely similar. The big difference is that Clarisse at it's heart is
a render engine crossed with a compositor and this in turn is connected to
a scene description engine. You bring everything thing in as cache files to
build your shot and because all assets are referenced in, it can handle
poly counts in the billions with ease.

The really clever part is that you build and composite your shot within the
viewport using the final shot renderer. It's an exceptionally artist
focussed way of working and that's probably why it's gaining a strong
affinity with environment artists. But that's too narrow a description.

I like that's been built from the ground up as a pipeline tool, so it's not
weighed down with the baggage of a traditional DCC.

They have a very open PLE that you can explore at your leisure and the
learning resources they've added recently are excellent.

The team behind it include some old school XSI folk. And because they've
gained a lot of traction in a relatively short space of time, there's a
great vibe about the community. Considering it's a big pipeline grade tool,
it luckily doesn't feature Foundry like pricing! :)

You should definitely check it out.

http://www.isotropix.com/clarisse

On 17 February 2017 at 21:08, Artur W <artur.w...@gmail.com> wrote:

> Is clarisse katana like application?
>
> Artur
>
> 2017-02-17 21:23 GMT+01:00 Jonathan Moore <jonathan.moo...@gmail.com>:
>
>> I'm using clarisse's new renderer and it's been a dream.  It's quickly
>>> becoming my favorite over redshift for shear polygon muscle.
>>> I had 180 billion polygons (no proxy) in a scene on my laptop the other
>>> day. Still running 90 fps like a champ.
>>
>>
>> Absolute agreement. I'm building something right now in Clarisse - 120
>> million poly's (Alembic and LWO's and just about to add some VDB's into the
>> mix). Not only is the frame rate flying along but the total memory
>> registered in Task Manager is a smidge over 900mb.
>>
>> Really love the way the whole viewport can be the actual render, rather
>> than an OpenGL approximation. I think Clarisse and Houdini are a match made
>> in heaven and the $999 price for freelancers is ace too. Dreaming of the
>> day when we'll have GPU VRAM to cope with all that throughput. Something
>> like Redshift inside Clarisse would keep me spinning. ;)
>>
>> On 17 February 2017 at 19:45, Tim Crowson <tcrow...@gmail.com> wrote:
>>
>>> How'd that work out, Michael, asking for more Soft licenses?
>>>
>>> On Fri, Feb 17, 2017 at 11:19 AM Michael Amasio <
>>> michael.ama...@gmail.com> wrote:
>>>
>>>> There's a no shortage of high paying jobs for houdini fx artists in
>>>> Vancouver.
>>>> Most studios already have it integrated in their pipelines to some
>>>> degree.
>>>> Small studios who don't already use it might gripe about the cost, but
>>>> the big players lean on it heavily.
>>>> Most studios don't have more than one or 2 licenses for c4d.  And
>>>> that's for 300+ artists.
>>>> Modo has been nice but aside from modeling, it isn't heavily integrated
>>>> into a lot of pipelines out here (call me out if I'm wrong)
>>>>
>>>> I'm on a dev team for a new pipeline in film.  We're really pushing a
>>>> lot of real time work flow.
>>>> Lots of layout and viewing happens in UE4.
>>>>
>>>> IMHO the real time rendering is going to start to take over in the next
>>>> couple years.  Prerendered UE4 will pass for most TV quality animation.
>>>> I'm using clarisse's new renderer and it's been a dream.  It's quickly
>>>> becoming my favorite over redshift for shear polygon muscle.
>>>> I had 180 billion polygons (no proxy) in a scene on my laptop the other
>>>> day. Still running 90 fps like a champ.
>>>> Maya is still too popular for animation (though soft is still king for
>>>> animation), so it never hurts to know a bit.  I find it easy to write
>>>> simple tools in Maya.  Though I'm literally throwing a block party the day
>>>> it dies.
>>>>
>>>> Testing Ziva dynamics right now too.  It's a dream within a dream.
>>>>
>>>> Still hanging on for fabric to really come into its own.
>>>>
>>>> Sidenote: ( I hope this isn't hijacking,  it's related ) I used to run
>>>> crowds with ice.  Massive before that.  What's the beat on crowds now? I'm
>>>> about to run golaem though it's paces but I'm a little rusty on the crowd
>>>> scene.
>>>>
>>>> All that aside...
>>>> I just spent 2 days on the phone with autodesk trying to get them to
>>>> take my damn money and sell me more soft licenses.
>>>> On Feb 17, 2017 8:19 AM, "Andy Nicholas" <a...@andynicholas.com> wrote:
>>>>
>>>> Absolutely. The future feels bright :)
>>>>
>>>> Great to see so many Softimage guys at the Houdini launch too!!
>>>>
>>>>
>>>> On 17/02/2017 15:15, Oliver Weingarten wrote:
>>>> > Am 17.02.2017 um 12:57 schrieb Jordi Bares:
>>>> >> I know the feeling… discovery… what an wonderful feeling right?
>>>> >>
>>>> >>> On 17 Feb 2017, at 11:53, Artur W <artur.w...@gmail.com> wrote:
>>>> >>>
>>>> >>> Houdini is positively overwhelming. I move around quite comfortably
>>>> and yet I feel it is still first base stage.
>>>> > Yes..and it feels like evolving with Houdini instead of taking steps
>>>> > backward with AD!
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