In response to the OP questions, I moved to using Houdini fulltime two
years ago so have had a good look at the market in London. By the way,
thanks for that Maya transition course Graham, it really showed me the way
forward :D

Not many companies are switching completely to Houdini that I know of, but
many mograph companies have spotted the potential and added it to their
arsenal to use it along side C4D. (MVSM, FutureDeluxe, Territory, Found,
Analog, etc ) . This is a market softimage never managed get hold of, which
really was a shame.

In fact, it's very interesting to see how the C4D / mograph community
(entagma, etc) have recognised the limitations of their current toolset and
have started adopting Houdini. Ask them, they are all learning it, or
wanting to. The trend has been set and there is demand for more creative
Houdini artists, so there is big momentum in this area.
Sometimes I ask myself if I would have learned Houdini if xsi was still
alive or alive-ish and the likely answer would have been no, life was too
comfortable, so kudos to this guys.

You then have the more obvious FX route, that will offer you opportunities
you never dreamed of when using xsi. The demand on this field is greater
than ever and the demand is simply crazy.  You will be able to work in film
(dneg, ilm, framestore, Cinesite, MPC, etc), which personally I am finding
a lot more dynamic  than I was expecting. This year will probably be the
busiest ever for FX people in London with movies like transformers, and
pacific Rim 2.

If  commercials/TV is your thing, than there is plenty of demand there as
well for good FX TDs. Companies like TheMill, framestore, MPC, ETC, Milk,
Glassworks use it actively on their pipelines.

Maya has lost some ground in some areas, lighting and rendering being
probably the most notorious one. Film companies are now using Clarisse,
 Katana and a bit of Houdini as their main lighting tool. However the
stronghold they have in rigging and animation is just solid and not going
anywhere any time soon.This companies are heavily invested on their rigging
frameworks and so are their users.
They have been perfecting this workflows for decades so can't see this
changing anytime soon doesn't matter what sidefx does. It's probably as
unlikely as Houdini artists converting to Maya because of bifrost...

Now, software can die as we know it, so there really is no safe bet.
However Houdini has a much bigger market than xsi ever did,
so that's probably a good sign. Also the pace of the development is very
agile, which makes you think they guys really care about this software and
know how to look after it. The investment in marketing, new website and
forum are also good signs for me.

Best of luck, and enjoy your transition.




On Sun, 19 Feb 2017 at 18:10, Graham Bell <[email protected]> wrote:



See for yourself...

https://www.youtube.com/watch?v=6cYNWzQWeHU&spfreload=10



And you will find hundreds of examples that showcase how good Zbrush is on
the hard surface modelling.



   - I’m still not completely convinced tbh. It’s great what people do, but
   for automotive you wouldn’t really do that. We couldn’t work like that and
   it’s actually easier to retopo from the CAD anyway.





True, Retopo has been improved a lot with the addition of the new tools but
UV work in Maya was broken last time we used it…



...that was 6 months ago so there wasn’t a lot to celebrate on my corner.



I may be missing something… what I have seen so far is small improvements
over old toolsets but I would love to see advanced bevelling, complex
boleans and in Maya that prove me wrong.


- I would say the improvements have been significant, but might depend on
the benchmark they’re marked against. NEX was implemented, then build upon,
then old legacy removed. Broken is a strong word and not 100% true, but I
agree UVs still need work, but the nips and tucks they’ve done have been
good. Feedback from Maya users was generally positive. I haven’t fully
looked at Maya 2017 yet, but comments haven’t been great.







IMHO I am afraid Modo is on a league on its own on all things modelling.



   - I would agree a lot with that, but my comparison was against more
   general usage. And for all of Modo’s power, personally I don’t see more
   widespread adoption. I always here of this mass migration away from
   Max/Maya, but I’ve yet to see it. The Foundry have to press a lot harder
   here. I think many just seem to default to Maya or Max.





Different context, AD has made sure we have to choose.



For the studios using Softimage the burden is unavoidable and the costs are
now with H16 not too dissimilar so I can see a good scenario unfolding.



For those using Maya I am not sure, I am inclined to think it would
probably depend on the work they do vs the costs to produce that work, that
will be the trigger.



Said that, the costs of freelancers, training and adaptation are different
so as long as there is talent available, this things in on.



   - I agree in terms of Soft users and studios, your hand was forced. For
   others, the factors you mention do have a baring and the biggest influence.
   We use mainly Max, which I Ioathe, but it gets the job done and does what
   we ask of it for what we do. In our context, Houdini unfortunately offers
   us little or nothing. I’d gladly take Fabric as a tools framework though.







*From:* [email protected] [
mailto:[email protected]
<[email protected]>] *On Behalf Of *Jordi Bares
*Sent:* 19 February 2017 15:08
*To:* Official Softimage Users Mailing List.
https://groups.google.com/forum/#!forum/xsi_list <
[email protected]>
*Subject:* Re: Opinion gathering





On 19 Feb 2017, at 13:40, Graham Bell <[email protected]> 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.



This is already happening, Modelling tends to happen in Zbrush, UV tends to
happen in UVlayout and you may only use Maya to do basic modelling and
basic UV stuff.. although imperfect, that is easy to do in Houdini with
today’s toolset, let alone H16 toolset.



Rigging and Animation are the two parts of this pipeline Maya has a
stronghold, but IMHO it is only a matter of time to see a shift in that
area too.




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 have been long advocating to use Houdini as the backbone of the pipeline
to avoid software fragmentation and the enourmous amount of glue, support,
plugins, hidden costs that such approach brings… Just list the number of
applications you would use if you didn’t have Softimage by your side.



Zbrush, Topogun, UVlayout, Marvelous Designer, Mari, Photoshop, Maya for
Rig and Animation, Maya for Cloth sims, Arnold, Massive, Real flow… the
list is insane!!!



I use this other approach;



Zbrush, Mari, Photoshop, Marvelous Designer and finally, Houdini for
everything else.



Less glue, less going back and forth...



Plus let’s face it… an animator needs only very few tools and normally have
the easiest transition in any pipeline to new packages. I can train an
animator to do his job in Houdini in barely a day and in a week is pretty
much as productive with Houdini as he is with Maya (and I have tested this
in the past)



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.



Have a look at the screencast they did.. you will see why the excitement.



Interesting times ahead.

jb



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