Octane stand alone is an amazing piece of software. We use it at Wits for our 
student renderings. Incredibly fast and powerful. Its what Shake would have 
been as a 3d renderer ;)

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Digital Arts
Wits School of the Arts
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________________________________
From: [email protected] 
[[email protected]] on behalf of Ivan Vasiljevic 
[[email protected]]
Sent: 05 July 2018 05:30 PM
To: Official Softimage Users Mailing List. 
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIF-g&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=UYezBXfkl66f1Kq4ZKjJ8KCYxgk0ZiRHynK-6TyDUrI&s=v6vcEjZgTyjZPgAhwMkMVP3swvrcfNcfZ88OfqUGdak&e=
Subject: Re: Anybody here have a view on Houdini vs Katana for lookdev/lighting 
workflows.

I know this is totally out of your focus but have you tried Octane Standalone?
You also do have it as Houdini plugin and it can easily transfer complete scene 
data to a standalone app for further look dev/rendering, with a single click of 
a button...

Just my 2ct.

Cheers.
Ivan

On Thu, Jul 5, 2018 at 4:59 PM Tim Crowson 
<[email protected]<mailto:[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]<mailto:[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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Ivan Vasiljevic
-
Lighting TD
Founder, Digital Asset Tailors
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