I've used it a decent amount as the guys at the foundation of our studio all use it, but I really dislike it (I used it years ago too before xsi) it is so dis-organised and slow, I think it breeds sloppy workflow with messy scenes in terms of scene organisation naming etc. XSI has explorer (amazing), maya has outliner (just about good enough) max has... a selection window? Rubbish.
But speaking of vray implementation, I have found it great in Maya compared with xsi where there were always wee irratations (mostly limited by porting it across from Max/Maya I think - not their fault) Simon Reeves London, UK *[email protected] <[email protected]>* *www.simonreeves.com <http://www.simonreeves.com>* *www.analogstudio.co.uk <http://www.analogstudio.co.uk>* On 23 March 2015 at 12:28, Chris Johnson <[email protected]> wrote: > Did anyone else, other then me, go the direction of max/vray? I was pseudo > forced as it seemed to be the software of choice in smaller commercial > shops here in Toronto. There's no ICE like architecture in there but for > look Dev I've found it really good! I found the material slate editor nicer > then the render tree! Vray integration is awesome and redshift is in > beta...tried it and works great! Bone system isn't horrific. However the > weighting system is painful...but works. I haven't gotten too far into the > particle system yet...that'll be next. That script spot.com has a script/ > plugin for just about anything you can think off. A lot of 3rd party > plugins as well...Ornatrix is pretty cool and has some really nice things > in it for hair fur that would be an ICE hack in Softimage. > > Just saying...don't mean to hijack the string. > On Mar 23, 2015 3:04 AM, "Demian Kurejwowski" <[email protected]> > wrote: > >> you can use old tutorials, the nodes are the same, the interface might >> look a Little bit different, but the nodes have the same functionality. >> we still look at some old tutorials from version 8 =). Sesi just keep >> adding new nodes. but you will find that every one use mostly the same >> basic ones, and every now and then a new one to finish the combo =). >> >> >> >> El Lunes, 23 de marzo, 2015 1:02:20, Gerbrand Nel <[email protected]> >> escribió: >> >> >> Personally I'm not changing stuff (partly because you can't change the >> things I would want tot change in Houdini) >> For me this is a pretty big commitment. I plan to go full-Houdini, so I >> will probably change my Maya and Soft, to work like Houdini, if I change >> anything. >> It is hard enough to learn Houdini with tutorials from older versions.. I >> don't need keyboard discrepancies to make this harder than it needs to be :) >> G >> On 22/03/2015 05:33, Manuel Huertas Marchena wrote: >> >> I am wondering if any of you guys using houdini would advice against >> changing some houdini hotkeys to speed up workflow ? >> when I use either xsi or maya, I have a set of keyboard shortcuts that >> help me go faster when modeling (without clicking every time on a menu, >> hotbox, icon... etc) >> I like using hotkeys because for me its faster and I have optimized my >> workflow in that manner, so I rarely rely on any button on the modeling >> side of things. I know this is counter productive for other stuff... (like >> when a td comes to help you and does not understand your setup... yes admit >> that is somehow annoying sometimes!). But for me the pros overcome by far >> the cons, >> at least in my experience. So as I am new to houdini and learning its >> polymodeling tools, I can t help but notice that going to click buttons on >> the polygon tab is slowing me down. >> I do like the "tab" menu, but even that is slower than simply using >> hotkeys (ex: insert edge loop, bridge, extrude, bevel...etc etc) . I dont >> mind clicking for anything else, but I do for modeling. >> so if any of you has an opinion on this, I ll like to know what you >> think ... (as I ll eventually like to learn other parts of houdini...for.. >> fx, sims.. I ll like to know if this will have some >> considerable impact on productivity, or is it something I can probably >> live with, like I do with maya & xsi... >> >> thanks! >> >> >> -Manu >> >> >> >> >> IMDB | Portfolio | Vimeo | Linkedin >> >> >> ------------------------------ >> From: [email protected] >> Date: Thu, 19 Mar 2015 13:44:49 +0000 >> Subject: Re: Very OT: for the love of your career.. try houdini >> To: [email protected] >> >> Network and hardware are fastest I've used. It's just the nature of the >> work. >> Volume data in my case is not very large, only a few Mb per frame. But, >> e.g. to make useful collision fields from complex geometry often requires a >> good bit of SOPs pre-processing. I get the impression that much of SOPs is >> still not especially multithreaded. >> DOPs is also very slow vs solvers of comparable classes (FumeFX, >> Exocortex's Bullet, nCloth). But, that's generally OK since you can do so >> much, much more with DOPs with a very low chance of things failing apart as >> you scale up. >> >> On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez < >> [email protected]> wrote: >> >> Is this processing time or hardware time? (disks, network, etc..) >> >> Of course saving gigabytes per frame is slow but may be a clever local >> SSD sync to the main server could do the job to make the process faster? >> >> jb >> >> >> On 19 Mar 2015, at 12:56, Ciaran Moloney <[email protected]> >> wrote: >> >> I'm loving working with Houdini, but sometimes it's just frustratingly >> slow. Even with the new VDB tools, converting and caching everything out as >> volume fields is a real drag. >> But then again the caching workflow is super-slick. I shudder at the >> thought of all the time lost to the mysteries of ICE caching. >> >> On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel <[email protected]> wrote: >> >> I'm not getting anything out of posting this, except knowing I might save >> the life of a fellow artist. >> >> So I spent the last year learning Maya, and got to a point where I can >> compete against people straight out of collage. >> This got me a bit down, as I'm one of the more experienced softimage >> artists here in South Africa. >> At the end of 2014 I realized that 3D is no longer fun if it all has to >> happen in maya for me. >> My brain doesn't work the way maya works. >> I'm also not much of a clairvoyant, so predicting what I have to do now, >> just in case the director asks for something in 2 weeks from now, lead to >> allot of back tracking. >> >> At first I decided to learn Maya over houdini because of the price tag of >> Houdini FX. >> It also seemed like I would exclude myself from bigger projects if I was >> one, of only a few houdini artists around. >> Houdini indie, and indie engine has completely nullified these concerns. >> >> The perceived learning curve of houdini was also a bit of a concern to me. >> >> I started learning houdini 2 months ago, and I can do more with it, than >> I can with Maya after a year. >> The first few days in houdini is pretty hard, but the whole package works >> as one. Once you get your head around its fundamentals, doing something new >> is fun and pretty easy. >> >> This might not be true for everyone here, but some of us needs a non >> destructive open work flow. >> So if you guys haven't tried it yet, and if you are fed up with the whole >> "there is a script for that" mentality... there is a sop for that >> >> G >> >> >> >> >> >> >> >>

