can't mtoa bypass maya's shitty pass system ?
On 21 May 2014 21:25, Francois Lord <[email protected]> wrote: > And how would it fare as a lighting/shading/rendering hub? > I'm very hesitant to move to Maya just for it's lack of a true a pass > system. But then, there's only Houdini and Katana. We could add to the list > Modo and Clarisse (which I'm surprised nobody talked about here yet) but we > need Arnold. > > > On 21-May-14 15:55, Andy Nicholas wrote: > >> From my experience, it's still relatively slow. A lot of stuff is still >> single >> threaded although they've done a lot of work to improve that recently. Be >> ready >> to eat up a lot of disk space too, as you'll be caching stuff out all the >> time >> to make up for the lack of speed. >> >> >> Despite what many say about Houdini being great for particles, compared >> to ICE, >> the particles workflow is bloody awful. The nodes are super basic which >> means >> you have to roll your own out of VOPs, which are then super slow. ICE and >> Arnold >> are a dream for instancing, but Houdini drives me insane with slow and >> flaky >> workflows (although I probably need to update my knowledge since some of >> the new >> features have come out - e.g. packed primitives). >> >> >> Generally in production, expect not to see any significant results out of >> Houdini artists for the first 70-80% of the job. That can be a real pain >> for >> working with needy clients. Once you get past that point though, they'll >> be able >> to turn new versions out very quickly. Unfortunately, if it doesn't look >> good at >> that point you've got a crap load of work to redo, and it can really bite >> you in >> the ass if you don't have a good backup plan. >> >> >> When it comes to commercials, not a lot beats ICE and it's rigid body >> implementation for speed and ease of use, and I really miss not having >> that in >> Houdini. Doing simple stuff in Houdini's DOPs can require an hour of >> research >> trying to find out what data you need to modify, and how to actually >> implement >> it. >> >> I could go on a lot longer, but all I'll say is that you have to be super >> careful when you decide to throw a job at Houdini. Make sure you have R&D >> time >> built in if you haven't done a particular effect before. >> >> A >> >> >> >> >> On 21 May 2014 at 19:42 Francois Lord <[email protected]> wrote: >> >> So... >>> What are houdini weaknesses? What is missing in Houdini compared to >>> Softimage? Would you run a company only using Houdini as 3D app? Why not? >>> >> >

