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
>>
>>
>>
>>
>>
>>
>>
>>

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