Katana might be overkill for that. But it’s not entirely clear specifically
what kind of work they need to do, specifically.

Also remember that Katana doesn’t *create* 3D content, it just renders it.
Houdini would provide them with a full CG toolset if they need it. It would
also allow them to develop elements and pass them off to lighting without
having to worry about caching things out in a way that Katana likes.
On Thu, Jul 5, 2018 at 10:31 AM Jonathan Moore <[email protected]>
wrote:

> Thanks Tim, I was really hoping that you'd have some thoughts on the
> matter.
>
> Gaffer is a real temptation especially if the client decides to give on
> the power of RenderMan for the artist centric workflow of 3Delight (which
> is really seems to have come of age recently). Unfortunately it's not
> RenderMan capable, AppleSeed, Arnold and 3Delight only. But then there's
> the equally insane price tag... of $0! Gotta love the Linux open source
> scene. ;)
>
> Good to hear your take on Katana vs Houdini. My client isn't short of TD
> talent to customise either and currently do use a customised Houdini
> pipeline but at a far smaller (advertising) scale.
>
> I'm equally taken by the elegence of CEL statements and the manner in
> which flexible templates can be built for different aspects of the
> pipeline. My core question though is whether it's overkill for the scale of
> projects an advertising agency puts though it's internal production
> resource. If the pricing was closer to ADSK or Houdini Core (FX licenses
> are limited at their facility), it would make the decision a little easier.
>
> On Thu, 5 Jul 2018 at 15:59, Tim Crowson <[email protected]> wrote:
>
>> I used Katana at MPC, and lately have been using Houdini at Method. Bear
>> in mind that my use of these products has been for feature films, with
>> medium to heavy shot content. I have not used them in any other context.
>> Bear in mind also that both platforms (because that’s really what they are)
>> require some degree of custom development to achieve efficiency in lighting
>> (as I define efficiency, at least).
>>
>> I far prefer Katana.
>>
>> In my view Katana makes it FAR easier to manage scene data without losing
>> your mind. K is also much more elegant in how it handles per-pass
>> overrides. Houdini’s options for per-ROP overrides (on things that are not
>> the ROP itself, which is vital to be able to do) are problematic for me,
>> personally.
>>
>> Katana also makes it much easier to read the state of things, simply by
>> looking at the graph. Houdini’s paradigm presents you with a bunch of
>> disconnected nodes that don’t seem to be related at all, forcing you to
>> inspect parameters to see what is going on. You adapt to that, but it does
>> create extra mental steps that have to be taken while working. One of my
>> pet peeves is the single-line string field used in the Objects tab on ROPs.
>> It’s a good deal of work to properly read that kind of field, even on mild
>> shots. It’s just a space-delineated list of paths. Translating that into
>> meaningful information takes more time than it should.
>>
>> Houdini’s takes are interesting, although the pros where I am never use
>> them because of awful past experiences. And the few times I have tried to
>> use them they bugged out and simply didn’t work reliably. Besides, at the
>> conceptual level, I don’t agree with storing scene states (or overrides)
>> abstracted from a ROP, *unless* you can combine them later. You wind up
>> making one take per ROP, which then makes me wonder why they aren’t just
>> stored on the ROP in the first place.
>>
>> Katana make sure it incredibly easy, in my view, to not only visualize
>> the data flow, but also to assetize the overrides themselves, for use
>> elsewhere or in other Katana files, combined in any way you like.
>>
>> On the lookdev and lighting fronts alike, Katana’s CEL statements
>> absolutely demolish the equivalent syntax available in Houdini. CEL
>> statements are simply more advanced and “smarter” in what they let you
>> target within a scene graph.
>>
>> For me, lighting especially comes down to efficient data management. In
>> film it’s far more technical of a discipline than people think. The
>> artistic part can be done pretty quickly. Managing how a shot is broken
>> down into layers, in a way that makes responsible use of available
>> resources, is the bigger challenge. And in my view Katana is the king here
>> (though Image Engine’s Gaffer is very similar, from what I understand).
>>
>> I have been using Houdini lately on Aquaman and I guess it’s the stress
>> of production building up, but it’s really just getting on my nerves. Seems
>> like there are far too many possible points of failure and bugs, unless you
>> design a strong custom UX front end, and that’s a lot of work. Getting
>> Katana up to production-ready status requires less development effort, in
>> my view.
>>
>> But there is that insane Foundry price tag...
>>
>> I am curious to hear from others, because my exposure to Houdini is
>> admittedly limited.
>>
>>
>> On Thu, Jul 5, 2018 at 8:45 AM Jonathan Moore <[email protected]>
>> wrote:
>>
>>> Hi all,
>>>
>>> I have a client (an advertising network with their own production
>>> facilities) that currently have a pipeline involving Maya and Houdini with
>>> RenderMan and Redshift as rendering options. There's a smattering of Max
>>> and Modo for asset creation but that's beyond the scope of my enquiry.
>>>
>>> We're currently going through the process of deciding whether Katana
>>> would be an effective tool to add to their pipeline as their are moving
>>> into longer form branded content as well as their existing advertising
>>> output.
>>>
>>> I have a major cognitive bias going into this assessment that Houdini
>>> can be used for Katana style deferred rendering workflows as well as it's
>>> FX bread and butter. Introducing Katana will come at a considerable cost so
>>> I'm wondering what others think and feel about Katana, particularly if
>>> they've already gone through a similar thought process. It doesn't matter
>>> whether you use Katana in you pipeline (or have used it in the past) I'm
>>> just looking for any considered views ref Katana benefits.
>>>
>>> And Jordi, if you're reading this, I would love your take on Houdini as
>>> a lookdev/lighting toolset as I understand that's exactly how you use it at
>>> Framestore.
>>>
>>> Funnily enough, the more deeply I research this, the more I'm reminded
>>> how ahead of the game the Softimage team were. The whole models workflow
>>> (and underlying philosophy) was incredibly flexible as well as powerful.
>>> Sure it had some gnarly aspects much like any referencing system (from what
>>> I hear, Katana it littered with these referencing cul-de-sac's too).
>>>
>>> My internal bias towards Houdini is that is has so many strengths with
>>> regard to deferred procedural loading, packed disc primitives etc etc, and
>>> to be frank, shading networks in Katana suck right now. Plus Houdini pretty
>>> much invented the nodal shading game with VOPs.
>>>
>>> As a positive for Katana, I'm really impressed with the 3delight
>>> integration, and it's promise of seamless a seamless pipe with Maya (a
>>> necessary evil not a preferred choice). I've always had a soft spot for
>>> 3delight and the new OSL driven, artist centric presentation layer/UX is
>>> something that connects with my own thoughts about delivering flexible
>>> rendering power without the need to have all the wiring on show.
>>>
>>> Apologies for the lengthy post. I'm hopping that one or two of you have
>>> gone through similar considerations as you've gradually planned your move
>>> away from Soft.
>>>
>>> As ever, thanks in advance.
>>>
>>> jm
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