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!
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