Oh and Gaffer is very very beta.
On Thu, Jul 5, 2018 at 10:42 AM Tim Crowson <[email protected]> wrote:

> 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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