![]() So the background of my question is (just to let you guys know my thought process here): how VFX artists are capable of keeping their knowledge on a constant high level in so many different tools/plugins (for VFX you need to know particles, fluids, rigid body dynamics, cloth, etc. I'm not afraid of learning new software, (I enjoy to do research, playing around being curiouse) but keeping up to date in so many different packages at once seems somehow difficult these days (considering the very fast product update cycles). But it's good to hear that you are basically able to do a fair ammount of the work with houdini itself. I see it depends (as allways) on the task you have to perform, the tools/pipeline the studio uses, the budget you have, and timelimit you have to reach. But you and the others answered my question very well!įirst of all thx for sharing your thoughts folks! I appreciate alot! Hopbin9: Nono I ment if you use and know houdini, do you still need stuff like realflow and fumeFX IN ADDITION (or is it sufficiant to stick to houdini). ![]() Otherwise it would be foolish to leave Houdini, considering it rivals all the other tools you mentioned, but gives far more control. At that time, I heard of several people importing Realflow particles into Houdini, if only because the meshing process got so much better with Houdini tools.īut right now? the only reason I could imagine for leaving Houdini (fx-wise) would be lack of operator´s shading knowledge which could potentially hurt your final render´s quality, or needing an edge on the creation of an insane amount of particles that made you want to try Naiad or use a point clustering solution such as Krakatoa. I remember a liquid simulation I ended up simming in Houdini (SPH times, not now, with super quick FLIPs) because, even if Realflow churned out fluid particles faster, eveything else was better in Houdini. In fact, it´s usually way more troublesome to leave it, because interactions will get way more difficult than keeping everything on the same environment. Previously, the bigger your knowledge of Houdini was, the less you had to rely on other tools.Ĭurrently, most "standard" effects are getting so easy to do in Houdini you don´t have to go somewhere else for anything at all. Over time houdini will make sense if you have the patience and time to dedicate yourself.In my experience (small studios) this is getting more and more true. The process of building tools and sims is rewarding in it’s own right.īut give it a an honest go, and don’t be too intimidated. Most of my personal projects and tinkering I don’t even bother rendering. Even with the rendering restrictions, there’s still plenty to do with Houdini. I would encourage you to give a solid three months with the free version before buying a license. That said, it’s not easy and it’s definitely not for everyone. It’s a bit faster than Realflow, and offers a lot more, even within fluid simulations. But you can do about anything with Houdini, including building your own solvers from scratch using the out-of-box tools provided, without having to use the SDK. ![]() This isn’t to say that Houdini is the best tool for everything, it isn’t. Houdini is probably the most powerful 3D application available. Houdini, from SideFX, you can export to Alembic and import in Blender, and they have a PLE!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |