houdini never change hands like other software that several companies own them, 
/ change developers etc.. etc..   


     El Martes, 17 de marzo, 2015 18:51:44, Adam Sale <[email protected]> 
escribió:
   

 Thanks for that Gerbrand. I had started dabbling with Houdini over the spring 
and summer before the start of our new school year in September. My experiences 
with it were very positive, and I was having fun learning it. It made sense 
after a couple weeks mucking around with it. In the end I went with maya for 
our Fx and rigging courses based on the fact I had marginal experience with 
Maya over a number of years prior. So far I am ok with Maya for rigging, and 
skeletal work, but deformation is really frustrating as everyone else here has 
contended. FX in general has not been a lot of fun in Maya either. The scale 
issue alone in Maya has taken at least a year or more off of my life. 

I am going to give Houdini another shot this coming spring when I have more 
downtime, as May just chokes on a lot of things I would like to do, most 
specifically with Fluids and Particles. I am still hopeful and waiting for 
Bifrost to be more than a great tool for simming water bodies. 
Irie, 
Adam


On Tue, Mar 17, 2015 at 3:55 PM, Raffaele Fragapane 
<[email protected]> wrote:

For anybody following this who's still on the fence let me put it simply: If 
you're used to XSI, and you have to do deformation work with Maya's OOTB 
toolset you either are insane, or about to go insane very quickly.
Rig authoring and animation are mostly fine, but when it comes to deformation 
there is very, very little in Maya out of the box, and what is there is 
supported by tools and workflow that will age you a year in a month of use; 
when they don't break they are still painful, and it's not very often that they 
don't break.
If you have to do it, and are proficient enough to clobber deformers and some 
helper tools together but not enough to write C++ close enough to the metal for 
it to perform, start learning Fabric. In fact, start learning Fabric anyway if 
you do rigging.If you have to do it, and are more of the artistic persuasion, 
see if you can change your role to something else, anything between animation 
and potato farming will do, and have the company hire someone who only worked 
in Maya before for that kind of work and is therefore unaware of how much pain 
he's in.

On Wed, Mar 18, 2015 at 8:07 AM, Manuel Huertas Marchena <[email protected]> 
wrote:

Curiously I ve been reading the transition guides you kindly wrote lately, 
thanks Jordi!  I am sure that Houdini provides the scalability and resources to 
be an end to end solution.  But for the time being thatdecision is not up to 
me. At AF we have a katana(vray) & maya pipe. Houdini is used for hero fx 
stuff. Its on my plans totry and create a production ready asset to show 
production (once I figure out how to create something actually "useful"!)  and 
only then see the plausibility of using Houdini for environment work (as an 
additional tool... who knows then..). As this concept is still a bit "new" 
(although I know its not the case...)  I have not seen much cg environment 
pipelines based on this software if at all. The only case I am aware is rising 
sun pictures... but I dont know someone there atm. I ve seen houdini used in 
videogames environments... but dont have much examples of that for film (not 
talking about fx of course), I am guessing that the main "idea" is somehow 
similar... ?!
cheers

-Manu


IMDB | Portfolio | Vimeo| Linkedin


From: [email protected]
Date: Tue, 17 Mar 2015 16:14:34 -0400
Subject: Re: Very OT: for the love of your career.. try houdini
To: [email protected]

How are you finding your new found Houdini knowledge to be fitting into the 
needs of the marketplace? Are there many shops adopting it? Or are you a lone 
wolf or able to turnkey shots for people? I too have found Maya unintuitive and 
uninspiring. Houdini looks interesting but I'm wary of jumping on something 
that I'll never get to use. Unlike many of you here, I am in a small market so 
there aren't many 3D jobs to go around.
On Tue, Mar 17, 2015 at 3:49 PM, Simon Reeves <[email protected]> wrote:

I always worry that Houdini is not such a friendly app to be used as a 
'backbone' as you (Jordi) phrase it.But I'm basing that on the logic that most 
of our 3d artists will HAVE to use it, but that's not really the case... 
I've started to settle into the idea that maya is OK for being the base, (after 
some love) so perhaps this is the moment I need to give Houdini a proper look 
before I fall down into the abyss of Maya. 

On Tuesday, 17 March 2015, Jordi Bares Dominguez <[email protected]> wrote:

That certainly is a great approach but even better is if you go in the other 
direction, use Houdini as the backbone and render from 
Mantra/Arnold/Octane/PRMan/3Dlight/whatever as the FX live inside Houdini and 
therefore it is the natural backbone.
Ultimately you will be using a myriad of tools that will funnel “dumb” cached 
data (just baked geometry, particles with attributes and little more) to 
Houdini and from there you are free to assemble your scenes as you need to.
Furthermore, if you need to scale you will find Houdini excels at that so imho 
it is a no brainer.
hope it helps
jb


On 17 Mar 2015, at 18:15, Manuel Huertas Marchena <[email protected]> wrote:
I am wondering if any of you guys working in film use houdini for digital asset 
production, or is it still more of a fx tool for most part? (having said that I 
do realize that houdini is not and end to end solution or all kinds of assets, 
but still I feel that there is a lot of stuff that could/can be created using  
a procedural approach,ex: buildings, concept modeling, snow, rocks, trees, 
props...etc..)




-- 


Simon ReevesLondon, UK
[email protected]
www.simonreeves.comwww.analogstudio.co.uk



 



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