But saying both are equally good for both fields, because it boils down to the artist - I strongly disagree with. Also Houdini doesn't compete with Blender in the "generalized DCC" area. Blender has a different use case and actually doesn't compete with Houdini. And the fact that it pushed out every other software in the industry proves that. It's the best software for a certain niche - FX. I do this for a living and working for ILM, MPC and Framestore means I get in contact with very high standards of work and very challenging projects - "taste" isn't enough in those environments.Īnd to be clear - like I said - Houdini is not the "best software" for eveything. I am not biased because I don't know better - as a professional I need to go by analysis, not "taste". I worked with Blender (15 years ago, lot has changed), Maya (for 10 years), Softimage/XSI (loved it), Katana(just for a year) and now Houdini. I haven't started my career with Houdini. (What "the right tool" is depends on the case of course.) The fact that it always boils down to the artist is obvious - but if you provide someone capable with the right tools - the result will become better and the workflow more efficient. Being able to create high quality with high amount of input in your simulations, while keeping setups consistent (as in - not breaking) - is incredibly important when you work for Marvel, Disney or Apple for example. All the sudden certain things become much more important than for small teams/hobbyists. You can use a toothbrush to comp your hair, but it's not an efficient tool - especially in the professional environment you need efficiency (that's why a barber isn't using a tooth brush, but pretty expensive professional tools) - you have time limitations and need to work in a team. Better tools in capable hands will create certain results quicker and to a higher standard. If I understand you correctly you are saying the software doesn't matter. I did look into Blender with an open mind - and the difference to Houdini is glaringly obvious.) I'm a professional - if a better software comes around I learn it. (Disclaimer: I worked professionally for many years with Maya, Softimage, Katana and Houdini. Blender will not be able to compete with it while starting at zero. The reason is that the core architecture (node-based/ attribute based) is way more suited for complex FX workflows. The reason it won isn't that the solvers are better or faster. (I know all of them are still around - but they became the exception of the norm.). Keep in mind that over the years Houdini pushed away other specialized FX software like realflow, nCloth, thinking particles, etc, even zeno. Catching up with 20 years of (actual) development is not that easy. Geometry nodes are a great direction, but SOPs are a fraction of what Houdini offers for FX (and geo nodes can't compete with SOPs yet). Not unless SideFX suddenly stops development for 10 years and Blender re-writes all their simulation setups from scratch.Įven Maya is ahead when it comes to simulations. Just like Houdini isn't actually a competition to Blender.īlender will not beat Houdini any time soon for simulation work - it's so far behind, no way it will catch up with a specialized professional software. So Blender isn't actually even trying to compete with Houdini in it's field. So it might become an alternative for Maya, Max or Cinema for modelling, Uv-Mapping, texturing etc.īut Blender is meant as an allrounder DCC, not a specialized software, especially not for something as complex as professional FX. To qualify as an Indie developer, you must make less than $100K USD per year.Blender might become an alternative for standard work like Asset creation. Houdini Engine Indie is available from , with a limit of 3 licenses per independent studio. You can create Digital Assets in Houdini Indie, or download some from the Unity Asset Store and the Orbolt 3D Smart Asset store. The plugins let you use Houdini Digital Assets. Houdini Engine works with all of the Houdini Engine plug-ins including Unity, UE4, Autodesk Maya, Cinema 4D and Autodesk 3DS Max. “Houdini Engine brings amazing power to the table which makes it possible for smaller teams to more easily achieve AAA-quality results.” “This is exciting news for indie developers who want to enhance the procedural features in Unreal Engine 4,” said Epic Games CTO Kim Libreri. Independent artists and game developers can now freely download Houdini Engine Indie, and load Houdini Digital Assets into Maya, Cinema 4D, Unity and UE4. Previously picked at $99.00 a year, the Houdini Engine Indie edition is now available for free.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |