Thanks Oscar, I am about to start rewriting them all for Houdini 15 (many many things have changed for the better and would be silly to do a plain conversion, really the new features need to be put forward)
You will have to be patient, will take me a bit as you can imagine. jb > On 11 Jan 2016, at 14:28, Oscar Juarez <[email protected]> wrote: > > Hey, I'm not Jordi, but the guides can be found on the sidefx site: > > https://www.sidefx.com/index.php?option=com_content&task=view&id=2711&Itemid=418 > > <https://www.sidefx.com/index.php?option=com_content&task=view&id=2711&Itemid=418> > > Cheers > Oscar > > On Mon, Jan 11, 2016 at 3:26 PM, Eric Turman <[email protected] > <mailto:[email protected]>> wrote: > Hi Jordi, > > Did you ever assemble your Houdini migration notes into a PDF or an ebook? > > Cheers, > -=Eric > > > On Mon, Jan 4, 2016 at 6:52 AM, Gerbrand Nel <[email protected] > <mailto:[email protected]>> wrote: > Yeah Mantra has this ability to make the same looking render, take 4 min or 2 > hours, depending on your settings. > But for transparent stuff.. stay away!!! its worse than Arnold with internal > reflections. > Really can't stress enough how important blender has become for rendering in > my pipeline. > I've tested cycles against redshift, and octane, and in my tests, cycles came > out top.. plus its free!! > It's a real pain to learn yet another piece of software, especially blender, > but I don't think we can afford to ignore it any more. > If someone put a gun against my head and asked me to choose between blender > and maya as the only tool for the rest of my life, I would probably go with > blender. > At least its not #mylife's future looks bright bullshit. > If mantra can get gpu rendering for those smaller but annoying jobs, that end > up paying most of my bills, life would be sweet, Until then its a mix between > houdini and blender for me :) > > > > > On 04/01/2016 12:23, Tim Leydecker wrote: > Regarding rendering in Houdini. > > Currently, in H15 (15.0303) I´m finding UDIM support a bit limited, f.e. for > all those cases where one > would want to do adjustment stuff to a texture put inside a Cop2net and then > pointing to that in a map slot. > > op:obj/cop2net/OUT > > The limitiation is that the file import available inside a cop2net dosn´t > provide UDIM extension resolving, > the workaround would be to do the adjustments to the UDIMS as if it was a > sequence (e.g. 1001, 1002, etc) > and then write the results out to file and link those as maps instead. > > That´s an extra step that could be seen desireable anyway, depending on where > the hand-off line for assets is > drawn between people/pipeline but still, I would prefer to be able to keep > the adjustments live and quickly > accessible directly from a map input slot, understood at a glance. A personal > preference I guess and not yet > checked against caveats in dependencies for a packaged/exported asset. > > All that´s obviously inspired by one of Rohan Dahlvi´s Houdini tutorials > (he´s using that for editing an Hdr for lighting). > > -- > > For general rendering, Mantra really feels like a brother from a different > mother compared to Arnold. > > Same quirks when it comes to finding out how Normalmaps are interpreted, > colorspace/tonemapping guesswork needed when > driving stuff like the roughness and even similar types of rendering > artifacts. Indirect bounce noise, gloss/reflect firelies, etc. > > One example is driving a roughness in a material with a texture that hasn´t > been clamped a little bit. It´s easy enough to create > fireflies with (ultra)blacks in that texture and end up trying to sample that > away in rendering. Couple that with DOF and you > find yourself using insane levels of pixel samples and noise threshold to get > rid of those fireflies. Won´t work, check your roughness > values, clamp to 0-1 (or 0.1-0.8) and find that you can save hours of render > time... > > Like I said, it feels just like Arnold, the same user, the same problems :-) > > Cheers, > > > tim > > > > > > > > Am 03.01.2016 um 20:07 schrieb Gerbrand Nel: > Yeah,, not to indie :( > On 03/01/2016 20:27, Jordi Bares wrote: > Ha ha ha…. > > It is true, we are all getting spoiled by Redshift… but hey! that is coming > to Houdini too!!! > > ;-) > jb > > > On 3 Jan 2016, at 19:22, Gerbrand Nel <[email protected] > <mailto:[email protected]>> wrote: > > Wow.. forgot about this rant :) > It's been about 9 months since I wrote that, and I'm still pretty happy with > houdini. > Only thing I don't like much as a freelancer is Mantra. > Like Jordi said, its probably comparable to Arnold. (I did a fur job a few > months ago, and it was allot faster than Arnold for what we wanted to do) > Also like Jordi said, you can do some amazing things with mantra, like > distorting uvs with fractals at shader level (this has been blowing my mind > for the last few months) > > BUT... I get the feeling Mantra is designed for large productions, where > there is a farm to take the hits. > If you were spoiled by redshift, or octane, be prepared to pull some hair out. > I render most of my simple jobs through blender (cycles is bloody > awesome!!!), and heavy things with volumes I do in mantra. > > This just happened while I was replying to this mail.. > https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=42678 > > <https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=42678> > > Might be worth looking into :) > G > > On 02/01/2016 19:27, Tim Leydecker wrote: > Now, to keep that thread alive and because Autodesk is about to gently push > people more > and more into the rental this but don´t own that corner. > > I´m currently dabbling with the "Apprentice" Houdini 15 version. > > Mostly at the single click level of things. Doubleclicking on a node still > often drives sweat into my hands... > > It´s nice that using Physically based rendering and shaders as well as pretty > much anything related > to a first testrendering seems well enough balanced to give a pleasing result > to start with. No gamma issues. > > Hit render, it´ll probably look not too shabby with the defaults already. > That helps a lot in the first steps. > > But then really getting rid of indirect illumination noise is uhmm, something > different thought. > That´s where Houdini eats CPU power more than I would have expected actually, > indirect bounce cleaning is expensive. > Same for getting volumetric stuff noise free. That stuff sure is heavy to > calculate and indirect bounce noise seems > not too easy to get rid off even with the added controls available in Houdini > 15. > > Or maybe my threshold for noise is too low. My personal noise threshold I > mean. > > Coming from Arnold, playing with Houdini´s render settings feels familiar > enough, thought. > > I like Mantra, even if I find it slow to what I am spoiled with from > Redshift3D. > > -- > > In terms of modeling and doing things inside Houdini, I wouldn´t want to miss > an external asset creation package > to go along with Houdini. Doesn´t matter what, Blender, Modo, Maya, > Softimage, Max, etc. > > Just something more focused on asset creation or *.abc cache generation to be > then pulled into Houdini. > > I can see myself using Houdini more and more for both first steps in FX and > actual rendering shots. > > I like Houdini and the free entry ticket is great, I´ll be upgrading to the > Indie soon. Just for playing. > > Cheers, > > tim > > > > > > > > > Am 17.03.2015 um 11:11 schrieb Gerbrand Nel: > 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 > > . > > > > > > > > > > > > -- > > > > > -=T=- >

