I do miss XSI passes a bit… The thing as you know is that there is no the 
concept of passes, you can mimic it although not 100% so people just find their 
approach and become very proud of it not knowing XSI has the very finest system 
since day 1.

I never use takes for passes but for overrides and use ROPs together with 
bundles instead of explicit references of "object merge" style approaches.

The thing I am not sure i want to give up now is the approach of ROP networks 
dependencies so I can trigger very complex setups and simply go home.

;-)

Jordi Bares
[email protected]

On 21 May 2014, at 22:51, Andy Nicholas <[email protected]> wrote:

> Sure, conventions are always necessary, but more so with Houdini. Some people
> use Takes as passes, others use ROPs with object masks into subnets as passes.
> Or you could use a mix of the two approaches.
> 
> 
> At least in Soft, passes are passes!
> 
> 
> A
> 
> 
> 
> 
> On 21 May 2014 at 22:16 Jordi Bares <[email protected]> wrote:
> 
>> 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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