Could you give me an example of various stages of a production where you need 
those skills? I can only see a few places where you do and others that you 
might if you want to do complex stuff (like modern abstract motion graphics for 
example)

Let’s also remember, only recently we have Wrangle nodes and although they are 
awesome, you didn’t even have them a few years back yet you were able to do 
anything (slower of course) in other manners. A good example is the new Point 
Wrangle versus the old Point SOP.

I still think for Previz, Modelling, Animation (not technical FX animation), 
Layout, Shading, Texturing, Lighting and Rendering you need Zero skills.

But may be I am missing something.
jb


> On 26 Oct 2017, at 17:29, Jonathan Moore <jonathan.moo...@gmail.com> wrote:
> 
> The only way to learn a language well is to fully immerse into it, same thing 
> here… Houdini is not hard any more, UX and specially a more viewport centric 
> approach makes it very easy to start.
> True there is some vocabulary and weird things in a few areas but those come 
> easy if you really go for it.
> 
> I say this as a Houdini fan. Houdini is only an easy transition for technical 
> artists. I support teams of artists from fine art backgrounds as well as 
> technical artists and those with a fine art background even found ICE a 
> challenge. For larger teams made up of both TD's and artists this isn't a 
> major issue, but the fact that so much of Houdini is Wrangle-centric these 
> days causes problems for those with a purely art school background who don't 
> know their way around a scripting language, never mind a C-like programming 
> language.
> 
> I think it's untrue to say 'Houdini is not hard anymore', but more true to 
> say that Houdini is easier to transition to from another DCC (for those with 
> a technical aptitude). You won't get far in Houdini if you can't at the very 
> least think programmatically, and that still goes for those that stick to 
> VOP's rather than Wrangles.
> 
> One can argue that 3d is an inherently technical art, but there are plenty of 
> professionals working in media & entertainment based studio businesses that 
> get by just fine without any aptitude for scripting & programming. 
> Unfortunately, I don't think it's untrue to state that it's difficult to get 
> past the basics in Houdini without a technical aptitude.
> 
> 
> 
> 
> 
> On 26 October 2017 at 17:01, Jordi Bares <jordiba...@gmail.com 
> <mailto:jordiba...@gmail.com>> wrote:
> The only way to learn a language well is to fully immerse into it, same thing 
> here… Houdini is not hard any more, UX and specially a more viewport centric 
> approach makes it very easy to start.
> 
> True there is some vocabulary and weird things in a few areas but those come 
> easy if you really go for it.
> 
> :)
> 
> jb
> 
> 
> > On 26 Oct 2017, at 16:07, Morten Bartholdy <x...@colorshopvfx.dk 
> > <mailto:x...@colorshopvfx.dk>> wrote:
> >
> > Houdini is still to technical to even start using. Blender I have actually 
> > looked at and it doesn't look half as bad as Maya, but it also very much 
> > depends on where you are working or aspire to work.
> >
> > Maya is a ticket to work in most places these days I guess, but it is also 
> > certain to drive you mad, and hate going to work everyday.
> >
> > Honestly I would love to work with Houdini, and might even sit down and try 
> > and learn it some day, but it is still damn hard to start using, so 
> > downtime is considerable.
> >
> > MB
> >
> >
> >
> >> Den 25. oktober 2017 klokken 14:53 skrev Gerbrand Nel <nagv...@gmail.com 
> >> <mailto:nagv...@gmail.com>>:
> >>
> >>
> >>
> >>> I read the stories by people who had the bad fortune to have to learn 
> >>> Maya earlier and I have to say everything they wrote is true and then 
> >>> some. After 3 months+ of everyday Maya punishment I actually only like 
> >>> some modeling tools and being able to see layered textures in the 
> >>> viewport - the rest is a horrible mess. And our Maya artists are 
> >>> blissfully oblivious to how much easier their lives could have been if 
> >>> things had been different.
> >>>
> >>>
> >>> Morten
> >>
> >> If you read on, the story splits.
> >> Kinda like a "choose your own adventure"
> >> Some people choose Maya, and THEY DIE!!!!
> >> Others choose NOT-Maya and live.
> >> Honestly I would rather use bryce and poser.
> >> Why not Houdini or Blender, Morten?
> >> G
> >>
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