I think Houdini at the core is a very powerful tool when it comes to
lighting.  But like anything that's powerful, you're gonna spend some time
working out your shaders.  It is definitely not simple, but that's not to
say you couldn't make it simple for future use.

Personally, I love it because you can pipe any data into an AOV at
rendertime.  Need to add a pass that reflects particle age in your fluid
mesh, no problem.  Whatever data you want to be represented in an image, it
can do without waiting for a developer to build that bridge for you.

Mantra is free across your farm with one FX license, and it does both
micropoly and PBR.  Most things are PBR since brute force is the thing
right now.  Best volumetric renderer that isn't proprietary.

Scene management is pretty good since you can set up multiple ROPs, create
dependencies, and use Takes as a last resort.

There are hooks to Arnold in the works if you guys want to still use your
Arnold licenses.
https://vimeo.com/81443048

Here's some Houdini car renders during the formation bits.  Had to cause of
interactive lighting and the point cloud being used as a boolean at render
time.
http://www.themill.com/work/toyota/toyota-avalon.aspx

-Lu


On Fri, Mar 14, 2014 at 12:29 PM, Ognjen Vukovic <[email protected]> wrote:

> Hi everyone.
>
> Just out of curiosity i wanted to post this,
> How many people are planning to take their lighting/shading/rendering
> pipelines to houdini? In my opinion Maya is not a possibility and well
> modo, while it isn't that bad just seems to be missing some stuff? So what
> are your opinions..
>
> Cheers,
> Ogi.
>

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