Sure. There's certainly a lot of potential there. It's just that the openness
means that the workflow is very open to interpretation. Houdini's a bit like
coding, everyone has their own style so you can get in a mess. It's very easy to
add in quick little "fixes" which other people might look on as hacks instead.

A


On 21 May 2014 at 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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