While Houdini may be technically more powerful,
ICE, even if still can be considered somewhat technical, is quite known to be much more approachable and is (yet) another testament of bringing complexity to easier reach.

Houdini seems to be mid-way between actually scripting, and "higher level" visual programming.

We will wait and see how bifrost will be on the friendly (and integrated) side
(after foam and everything else concerning naiad will be implemented.. and graph actually exposed)

Here is a known (performance only) comparison between ICE and VOP

  http://frenchdog.wordpress.com/2009/09/12/ice-vs-vop/

And here is a typical and quite fair view of SI & Houdini

 
 

If you want a complete package (modeling, animation, procedural stuff, VFX stuff and rendering), Softimage is easily ahead of Houdini.

This is because Softimage started out as a "regular" CG suite, like Max and Maya. All the everyday workflow is very efficient and convenient. Of course you also get some killer features like FaceRobot with auto lip sync, GATOR, MOTOR, Lagoa, Gigapoly, Animation mixer, history stacks etc.

And then if you want to do procedural stuff, you can do that too. ICE has matured nicely and can make+deform geometry, do particle sims, make control rigs, affect any attributes in the scene including SRT, all without needing to code or write expressions (in Houdini you write a lot of expressions... stamp("../Pathsareannoying/copy2"), $CY, $DoIHaveToRememberthis?, 0, 0, 1)

Houdini still has more raw power (except speed, because multithreaded ICE is very fast). If you're highly technical, know how to program and you're mainly interested in VFX then Houdini is probably still your best choice. But if you want a complete package, Softimage is preferrable. Especially once Arnold is available to the general public, which shouldn't be long now. Arnold is killer. It obliterates every other renderer.

>From Pooby

  1. #11

    Super Member
    . . .  ICE could be even more and it needs some competition.

    (Houdini's approach is currently far more reliant on knowledge of maths and coding so I dont see it as a similar beast, and houdini isn't a geometry animation centric package either like Softimage is)

sdsd
 Post subject: Re: ICE vs HOUDINI - Split test results (a comparison)
Posted: 04 Sep 2013, 09:15 




I'd also believe test is 'valid' today, too. At least when it comes to part where ICE is faster, that is, 'point pushing'. Actually, I think ICE can be even much much more faster when it comes to strands, as specially optimized, 'child' of particles.

There is price for strands performance, as usually, some geo query won't catch the strand.

As far as I know, something similar to ICE strand doesn't exist in Houdini.

I think Houdini also does not have ready-made nodes like ICE Get Closest Location (working horse for so many tasks).

But, I think differences are result of intentional, design decision.

Generally Houdini looks like something more about flexibility, instead of performance, while ICE is more artistic, optimized tool.

Artistic, here = (relatively) limited set of tools, together with (relatively) high level of user protection, allowing the creativity as much possible.

Strong set of 'classic' operator in SI, makes ICE even more artistic - you're allowed to use ICE where, if , you want.

This is not possible in Houdini.

BTW, my knowledge about Houdini belongs to playing with demo, just a bit more this summer than usually, that's all.



On 03/21/14 5:56, Andy Goehler wrote:
Sebastian, take it slowly and all will be well ;-)

As much as people like to refer VOPs/VEX to ICE, I’d say keep in mind they are quite different.
While ICE cracks tend to go hardcore in ‘one' Tree, the Houdini guys use VOPs in conjunction with the other OPs available to make up the overall result.

See you over at the SESI forum.

Andy


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