That makes sense for an FX workflow as every project is essentially unique, but in a production where you churn out a lot of carbon copies or variations of the same content, how well does Houdini’s framework/workflows cater to that? For example, are there mechanisms or abilities to enforce certain ways of working? That’s probably our biggest concern as our content has to be functional, not just look good. To be functional requires certain elements be consistently defined on the assets and the asset structured in particular ways.
One weakness I see so far is the lack of API for hardware shader development. GLSL is there, but it’s slow compared to straight OpenGL. I haven’t looked very deeply, but at a quick glance I don’t see any Direct X support.
One thing that would be really useful for the transition guides is more focus on modeling and texturing. Houdini seems to have the basic building blocks, but the rest has to be developed/configured by the user.
Matt
How much custom plugin development do you have to do with Houdini compared to Softimage, Maya, etc...? Let's define a plugin as something you'd write as a script or C++ lib that gets included in the software as a reusable tool, perhaps providing it's own GUI front end (if applicable) and is responsible enough to do proper error checking (as opposed to a couple line hack script like many artists do).
Is there much of an SDK for writing GUI's as front ends for tool
As far as I am concerned the animation/rigging war is over and Maya won, not on merit of course…. But that doesn't make much difference when you are looking for a freelance rigger or animator to hit the ground running.
- Shading is very granular and the examples and setups provided are not very good so once you get it is good but not great yet. The actual implementation of Arnold for Houdini is soooo much user friendly (looks a quite a lot like the render tree to be honest)
On May 21, 2014, at 23:15, Jordi Bares <jordi...@gmail.com> wrote:- Shading is very granular and the examples and setups provided are not very good so once you get it is good but not great yet. The actual implementation of Arnold for Houdini is soooo much user friendly (looks a quite a lot like the render tree to be honest)Hi Jordi,I’m not quite sure I understand regarding Arnold in Houdini. Wether using Mantra or Arnold it ends up with a similar VEX graph doesn’t it?
If I drop down a Mantra shader using a ‘Surface Shader Builder’ I get an empty ‘Rendertree’ – adding a ‘surfacemodel’ I’m right at home, no difference to Arnold. Maybe I’ve missed something, what are you referring to user friendliness in particular?
What I do love, and stated elsewhere on the list, is the flexibility that Mantra brings with it without having to go full C++ in an IDE.
cheersAndy
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Replicating bullets and stuff like that is not the kind of carbon copying we need as cloning would cause problems. Every asset needs to be unique and trackable, so having a master mesh and running a bunch of ops to clone/duplicate/instance is not really the target we’re aiming for. Although that functionality is useful, it’d probably be more directed at building parts of environments than characters or props.
What we need is the ability to constrain users from going outside the lines we’ve drawn. Imagine a yard with tall electrified fences. Users are allowed to roam anywhere in the yard, but are not allowed outside the fence. As we iterate on our pipeline, we push the fences further and further out to get users more room to roam. But the constant is we need to persist metadata on the assets and prevent that metadata from being inadvertently modified as well as ensure the metadata is applied in such a way it can be reliably found and relied upon to drive tools and behaviors within the pipeline.
For example.
Our characters are built like Mr. Potato head dolls. They are not a single seamless mesh. There is a base body mesh, but holes left for other parts to plug in such as ears, faces, hair, clothing, etc… The locations for the body parts are defined by clusters, custom properties, and other metadata. Once the character is defined it’s placed in a referenced model to prevent users from tampering with the metadata to ensure tools are reliable and can find, track, and assemble the parts with other assets to create what the artist needs to pull into a scene to do his/her work. Same rules and generalities apply to other areas of the pipeline. Render passes are used to allow artists to build the environment geometry once, and redress it many times with texture and shader swaps. Since some of the metadata describes components which customers can purchase, the assigned IDs for the components needs to be maintained and be tamper proof.
Does Houdini offer mechanisms to control assets in this fashion to ensure data integrity year over year in a fluid pipeline?
If there is one thing to be said for Houdini is that digital assets (ref models on steroids) set the standard on how to do it right almost as much as Maya sets the standard for how not to do it.
Soft is somewhere in between.
You are very unlikely to find that area of H lacking.