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File: Houdini3D_icon.png (20 KB, 520x520)
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Hi, I am about to start to learn Houdini here to improve my overall asset creations and technical art for games. Is there any pre-requisites that I should learn or do before picking up Houdini? Does anyone have like a full intro course guide to Houdini?

I am currently using Maya as my main software, but I have learnt Unity, Blender and a bit of Python.
>>
As long as you know how 3D software works you are good to go, Houdini is easier than people say.

Also if i was you i'd use Houdini only for "physics". You know water,explosions,particles,oceans, fluids,collisions,smoke,sand, wind etc. etc. Its amazing for that, best in the biz, but for modelling and rigging/animating Maya is way more user-friendly and easier to use.
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Check out Houdini Procedural Foundations from Learn Squared, learn. Jumpstart Houdini from Helloluxx and Rohan Dalvi for procedural 3d modelling stuff, and Applied Houdini for dynamics stuff.

>>581008
Houdini has a big place in an asset pipeline for procedural geometry as well. I wouldn't say it's easier than people say though, it can be very defeating and daunting when you first learn it, and to get the most out of it a fair bit of math/programming is required.
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>>581001
Imagine using your typical node system for something like Substance shaders or blueprints in Unreal, now imagine a program where literally everything is done through nodes, that's Houdini. You trade the ability to easily manage the smaller details for more sweeping and global changes, so as people say it's not for everything. The more your work fits the framework of building up complex arrays of things where you can easily propagate attributes across some or all of them using rules, the better it will be for you.
The complexity of the program comes not from the program itself but the way you have to mentally break things down into phases towards achieving a certain goal, so that you can go back and change anything at any time and have it work, such as using constraints whenever possible instead of absolute positioning, so that things still move in sync.
The really cool stuff is that because everything is a node, everything is interoperable; geometry, simulations, landscapes, oceans, particles, Houdini doesn't care what it is, it's all part of the same system. You can do silly things like turn an ocean into a terrain map, boolean a face into the landscape, and then run a physics simulation with collisions on it, and everything could still be changed at any time.
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>>581008

My own interest in Technical Art was the main reason why I picked up houdini, but I also was really interested in how much it could alter the geometrical models at any point of time. Would probably still model certain stuffs in Maya though xD

>>581016

Are those books/pdfs? or Videos? while I am sort of willing to spend to learn, I am still a student and a lot of these subscriptions are very expensive ._.

>>581017

Damn sounds much more amazing then what I have heard xD. But I guess it also makes sense that not all games have to need that kind of complex flow...
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>>581022
You can get a 3 month free subscription on Pluralsight, they have quite a bit of Houdini tutorials.
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>>581022
Rohan Dalvi has some free tutorials on his Vimeo, and the first video for both Rigids and Volumes are each free for Applied Houdini (very good videos).

As for free channels, check out Think Particle, Go Procedural, and Peter Quint.
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>>581024
>>581029

okay. Thanks for the recommendation :) Will check them out now
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Blender can do anything houdini can do and better, this board is full of autodesk and sidefx shills. Focus your skills on learning EVERYTHING blender can do, get the plugins. Since you already have experience in blender you'll go a lot further than if you try to learn houdini, which will probably be dead in a couple years anyway.
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>>581075
>Blender can do anything houdini can do and better...
No it can't.

https://youtu.be/D5Qw9TTZTKE?t=1m46s

Show me ONE EXAMPLE made with Blender with destruction and fireworks as detailed as the sequence from 1:46 - 2:36 min.


>Houdini will probably be dead in a couple years anyway.
Nope

Blender probably will not be able to do in 10 years what Houdini can do now.
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>>581075

We use autodesk products because they are better than your shitty blender. Also, Autodesk products will give us actual carrer opportunities.
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>>581192
Blender is breaking its way into mainstream development. It's only a matter of time before it renders maya obsolete
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>>581548

HAHAHAHA

Of course, I'm sure all AAA game studios and animation studios are switching to blender as we speak. I'm sure 3d teachers will stop teaching maya in favor of blender.

Oh wait, this is reality and no studio is taking you and your crappy software seriously and it's never going to change.

It's always a pleasure to bring blendtards back to reality, the reality they are so afraid to face.
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>>581548

No. Let me tell you why. It wouldn't even matter if one day Blender got a better UI and was easier to learn than Maya and could do everything Maya can do. Here is the reason why professional studios won't drop Maya.

Support.

If you've got a multi-million dollar project in the works and something goes wrong with your software you're not going to post a message on some Blender Community and hope that one of the basement dwellers there knows the solution and is willing to help you. You're going to want to be able to get on the phone and call your tech support representative and have them fix your problem right then and there. That is why major studios use Maya because they can get instant technical support for their problems.

I used to work as a systems engineer for a company that sold computers and software to fortune 500 corporations. Every one of those corporations could have bought their computers cheaper at some local computer store but they didn't, the bought them from us because they knew if they had a problem we'd have a representative on their location within a few hours fixing their problem.

If you're a real business you don't nickle and dime your way through operations if that nickle and dimeing will crush your entire project if something goes wrong. You plan for and manage your risks. Blender being free isn't worth the risks if something major goes wrong and you now have to rely on the Blender Community to fix it. You want to be able to pick up the phone and have someone rush over and suck your dick while they fix it.
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>>581091
>Show me ONE EXAMPLE

sorry but most artists who work with blender are just busy to earning money and not waste it on some shit like this.
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>>581557
>I'm sure all AAA game studios and animation studios are switching to blender as we speak.

they did already. Disney is runing many shit in modeling dep on blender.

>I'm sure 3d teachers will stop teaching maya in favor of blender.

why should they stop teaching maya?
>>
>>581567
Its indeed a waste of time trying to search for these and then have to realize there are none...
Its pretty clear why nobody even tries....
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>>581568
>why should they stop teaching maya?
because its obsolete
>>
No reputable studio uses and/or will ever use Blender.
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>>581640
Man in the High Castle, the #1 show on amazon streaming uses blender exclusively. You should neck yourself
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>>581641
Never heard of that show and be aware that Blender people have an habit of doing things in Maya, then importing them into Blender and then claiming they did those things in Blender.
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>>581568

Because a couple of studios use blender then all studios are switching? Give me a break.

>>581625

It isn't obsolete. Almost all game studios use it. Barely any studio usesx blender. It doesn't mater if you think otherwise, this is how it is.
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>>581641
Not exclusively. They used Houdini for particles and dynamics.
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>>581563
It's open source. With all the money a studio would be saving by dropping maya they could easily hire coders to support blender in the event there are issues. This should be obvious but I guess not everyone here has developed (ANY) critical thinking skills.
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>>581732
>in the event there are issues
>blender
Studios don't do that because it wouldn't make any sense. What Studios do with Blender is: they throw it into the trash, use whatever useful tool they can get and develop their own tools to fill the gaps.
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>>581732
as a blenderfag i do agree with the tech support guy.

sometimes a technical artist isn't enough to solve problems. big studious have to rely on tech support
>>
>>581732

Why would any studio drop Maya for shitty blender?
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>>581732
>With all the money a studio would be saving

You're so clever anon, why haven't those industry schmucks figured this stuff out? You should do consulting.

Kidding obviously, you're a retard. Software licensing is a drop in the bucket compared to the cost of employing a bunch of artists. Using blender would just incur a shitload of cost due to lost productivity.
>>
>>581732

Hiring a team of full time coders to fix Blender problems would cost more than a Maya license. Do you not think that if Blender was ultimately cheaper nobody would be using Maya. They use Maya because Autodesk will send someone over to suck their dick if they run into problems.
>>
>Asks a single Houdini help for beginners.

Maya VS Blender

srsly both sides is fine. knowledge between softwares are similar. I appreciate the ease of free blender tutorials and apply them into maya sometimes. likewise stuff I picked up in maya has been also used in blender.

baka always an unending war
>>
>>582183

the fuk suddenly baka appears I didn't type that.
>>
why do blender fags always inject themselves into everything

houdini is for fx, blender is comparable to maya - but not to houdini




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