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?
>>>
>>
>

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