That variation is documented on my guides and believe me, you will love it.

Jordi Bares
[email protected]

On 21 May 2014, at 23:03, Andy Nicholas <[email protected]> wrote:

> Hehe! There you go, another variation ;) I've not tried that one, but that
> sounds like a better way of going about it than my previous attempts with
> instancing into subnets.
> 
> 
> 
> 
> 
> 
> On 21 May 2014 at 22:57 Jordi Bares <[email protected]> wrote:
> 
>> 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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