It is the same with any package the only thing is that Houdini artists tend to 
be more of a peculiar type… you just have to make sure they stick to the 
conventions like all Softimage users do (for example on how we setup passes)

Jordi Bares
[email protected]

On 21 May 2014, at 22:12, Andy Nicholas <[email protected]> wrote:

> 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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