For the front end of the pipeline Zbrush is the de-facto digital maquette package and a lot of senior modellers seem to be pushing it further along the pipeline (blendshape creation, variation building, that sort of thing. The retopo is still a problem but Pixologic's getting better at it and there are alternatives like 3DCoat. Environment modelling is different kettle of fish but Houdini's procedural approach has some definite advantages there. I could certainly envisage a pipeline where Maya/Max is cut out altogether if Houdini's animation is deemed up to snuff.
My day to day is Maya though. I must have been awful in a past-life. On 19 February 2017 at 14:35, Jonathan Moore <jonathan.moo...@gmail.com> wrote: > > I think the problem Houdini has is penetrating the more ‘traditional’ >> modelling, UV, and animation workflows. Maya/Max still dominate here. C4D >> and Modo are trying hard but the former still seem to rule the roost. >> >> >> >> Is there a swing towards Houdini in this area? Or is it still an >> augmented option in a Maya/Max/Modo pipeline. That would be the interesting >> thing for me. >> >> >> > > I think that SideFX have fine tuned Houdini so that artists coming from > non procedural DCC's feel very comfortable with the native individual poly > manipulation tools that it eases their path into the procedural way of > doing things in Houdini. By it's very procedural nature, Houdini will never > be the same as working with the destructive direct manipulation tools of > Maya/Max/C4D/Modo/Lightwave or pre ICE XSI. But SideFX have learnt how to > integrate the best of direct manipulation tool workflows, and has > integrated them into a fully procedural application. It's an ongoing > exercise - the animation and UV tools in particular lack the finesse of the > best in XSI and Maya. > > But what SideFX team have shown most of all since the EOL announcement of > XSI, is that they have an ability to listen and make positive changes based > on that feedback. Houdini was always the obvious choice for XSI artists > that embraced ICE, but I think it's also now in a position to appeal to > those artists that never utilised ICE in XSI. That's why they've cut the > cost of core in half to $1499. You can still get Indie for $199 a year if > you're a freelancer but Core is a more obvious choice for creative > businesses with $100k plus turnovers. > > On 19 February 2017 at 13:40, Graham Bell <bell...@gmail.com> wrote: > >> I think the problem Houdini has is penetrating the more ‘traditional’ >> modelling, UV, and animation workflows. Maya/Max still dominate here. C4D >> and Modo are trying hard but the former still seem to rule the roost. >> >> >> >> Is there a swing towards Houdini in this area? Or is it still an >> augmented option in a Maya/Max/Modo pipeline. That would be the interesting >> thing for me. >> >> >> >> I had hoped to make the recent Houdini event but client deadlines >> intervened. I echo Andy’s comments though about the number of Soft users. >> For me Houdini is a no-brainer when looking for an ICE replacement, perhaps >> with some Fabric thrown in there for good measure. >> >> >> >> Regarding AD though, kinda hard to measure right now. I don’t hear many >> positive vibes. More recent cuts and layoffs including Eddie Perberg, the >> Max product manager. Even with my understanding it seems bizarre. >> >> >> >> >> >> *From:* softimage-boun...@listproc.autodesk.com [mailto: >> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jonathan Moore >> *Sent:* 17 February 2017 22:27 >> *To:* Official Softimage Users Mailing List. >> https://groups.google.com/forum/#!forum/xsi_list < >> softimage@listproc.autodesk.com> >> *Subject:* Re: Opinion gathering >> >> >> >> It's not what you asked for but I've got pretty much all Windows builds >> of Crate 2010 to 2017 in this archive. >> >> >> >> https://d.pr/TTWU.rar >> >> >> >> Not what you need now but it might come in handy another week. ;) >> >> >> >> I'll ask around for a Linux build over the weekend if it can wait that >> long. >> >> >> >> >> >> >> >> On 17 February 2017 at 22:11, Michael Amasio <michael.ama...@gmail.com> >> wrote: >> >> After an intense amount of arguing I've settled on getting my laptop to >> sit on the network with my soft license intact. AD wouldn't budge. >> That'll go to crap once we finalize our 2 step authentication for marvel. >> >> Clarisse's is like kakana but better for most things. It's the most >> backwards architecture I've seen. But the team is great and they plop >> things in releases we need within a week or two. We've got our aov's going >> now and that was about we needed. >> I know people looked at it as a layout tool, but I think that's really >> not worth the investment. If you go with it it should be your renderer. >> They've talked about supporting the substance painter shaders which would >> be really nice. >> >> Their docs are a little weak and their naming is ass-backwards for all >> the api. Still they're making that cpu sing. I'm excited to see what >> happens when they get things dumping to the gpu. >> >> We're doing layout in unreal with lo-res geo. Textures and shaders are >> an approximation of final look. Hi res assets are pushed live to clarisse >> simultaneously. >> It's still getting on its feet, big snag is ue4 alembic readers on Linux. >> >> Anyone with exp in this area, give me a shout. >> >> Extra plug/extra apology (I can't actually post on this group) anyone >> have the exocortex crate compiled on Linux for Maya 2017? >> >> On Feb 17, 2017 1:50 PM, "Jonathan Moore" <jonathan.moo...@gmail.com> >> wrote: >> >> I don't have a huge amount of experience with Katana but I'd say they're >> very loosely similar. The big difference is that Clarisse at it's heart is >> a render engine crossed with a compositor and this in turn is connected to >> a scene description engine. You bring everything thing in as cache files to >> build your shot and because all assets are referenced in, it can handle >> poly counts in the billions with ease. >> >> >> >> The really clever part is that you build and composite your shot within >> the viewport using the final shot renderer. It's an exceptionally artist >> focussed way of working and that's probably why it's gaining a strong >> affinity with environment artists. But that's too narrow a description. >> >> >> >> I like that's been built from the ground up as a pipeline tool, so it's >> not weighed down with the baggage of a traditional DCC. >> >> >> >> They have a very open PLE that you can explore at your leisure and the >> learning resources they've added recently are excellent. >> >> >> >> The team behind it include some old school XSI folk. And because they've >> gained a lot of traction in a relatively short space of time, there's a >> great vibe about the community. Considering it's a big pipeline grade tool, >> it luckily doesn't feature Foundry like pricing! :) >> >> >> >> You should definitely check it out. >> >> >> >> http://www.isotropix.com/clarisse >> >> >> >> On 17 February 2017 at 21:08, Artur W <artur.w...@gmail.com> wrote: >> >> Is clarisse katana like application? >> >> >> >> Artur >> >> >> >> 2017-02-17 21:23 GMT+01:00 Jonathan Moore <jonathan.moo...@gmail.com>: >> >> I'm using clarisse's new renderer and it's been a dream. It's quickly >> becoming my favorite over redshift for shear polygon muscle. >> I had 180 billion polygons (no proxy) in a scene on my laptop the other >> day. Still running 90 fps like a champ. >> >> >> >> Absolute agreement. I'm building something right now in Clarisse - 120 >> million poly's (Alembic and LWO's and just about to add some VDB's into the >> mix). Not only is the frame rate flying along but the total memory >> registered in Task Manager is a smidge over 900mb. >> >> >> >> Really love the way the whole viewport can be the actual render, rather >> than an OpenGL approximation. I think Clarisse and Houdini are a match made >> in heaven and the $999 price for freelancers is ace too. Dreaming of the >> day when we'll have GPU VRAM to cope with all that throughput. Something >> like Redshift inside Clarisse would keep me spinning. ;) >> >> >> >> On 17 February 2017 at 19:45, Tim Crowson <tcrow...@gmail.com> wrote: >> >> How'd that work out, Michael, asking for more Soft licenses? >> >> >> >> On Fri, Feb 17, 2017 at 11:19 AM Michael Amasio <michael.ama...@gmail.com> >> wrote: >> >> There's a no shortage of high paying jobs for houdini fx artists in >> Vancouver. >> Most studios already have it integrated in their pipelines to some degree. >> Small studios who don't already use it might gripe about the cost, but >> the big players lean on it heavily. >> Most studios don't have more than one or 2 licenses for c4d. And that's >> for 300+ artists. >> Modo has been nice but aside from modeling, it isn't heavily integrated >> into a lot of pipelines out here (call me out if I'm wrong) >> >> I'm on a dev team for a new pipeline in film. We're really pushing a lot >> of real time work flow. >> Lots of layout and viewing happens in UE4. >> >> IMHO the real time rendering is going to start to take over in the next >> couple years. Prerendered UE4 will pass for most TV quality animation. >> I'm using clarisse's new renderer and it's been a dream. It's quickly >> becoming my favorite over redshift for shear polygon muscle. >> I had 180 billion polygons (no proxy) in a scene on my laptop the other >> day. Still running 90 fps like a champ. >> Maya is still too popular for animation (though soft is still king for >> animation), so it never hurts to know a bit. I find it easy to write >> simple tools in Maya. Though I'm literally throwing a block party the day >> it dies. >> >> Testing Ziva dynamics right now too. It's a dream within a dream. >> >> Still hanging on for fabric to really come into its own. >> >> Sidenote: ( I hope this isn't hijacking, it's related ) I used to run >> crowds with ice. Massive before that. What's the beat on crowds now? I'm >> about to run golaem though it's paces but I'm a little rusty on the crowd >> scene. >> >> All that aside... >> I just spent 2 days on the phone with autodesk trying to get them to take >> my damn money and sell me more soft licenses. >> >> On Feb 17, 2017 8:19 AM, "Andy Nicholas" <a...@andynicholas.com> wrote: >> >> Absolutely. The future feels bright :) >> >> Great to see so many Softimage guys at the Houdini launch too!! >> >> >> On 17/02/2017 15:15, Oliver Weingarten wrote: >> > Am 17.02.2017 um 12:57 schrieb Jordi Bares: >> >> I know the feeling… discovery… what an wonderful feeling right? >> >> >> >>> On 17 Feb 2017, at 11:53, Artur W <artur.w...@gmail.com> wrote: >> >>> >> >>> Houdini is positively overwhelming. I move around quite comfortably >> and yet I feel it is still first base stage. >> > Yes..and it feels like evolving with Houdini instead of taking steps >> > backward with AD! >> > ------ >> > Softimage Mailing List. >> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> >> >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. >
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