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Is houdini+Maya the ultimate 3D software masterrace?

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Is houdini+Maya the ultimate 3D software masterrace?
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>>576946
>no sculpting environment
>no PBR texturing environment

Starting to feel like 2005 up in here.
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>two unfree, un FLOSS programs
>masterrace
pick one and only one
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>>576948
>PBR
>implying OP is talking about gaming
>inb4 PBR is also for rendering, gimme a break
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>>576962
>Doesn't understand modern rendering
Smh
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>>576964
>uses substance metal presets and auto generators
>calls it modern rendering
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>>576967
>lives in a world with constant pool of elements with constant properties
>calls it modern living
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>>576962
Sorry, but procedural PBR texturing is the future, games or no games. Say I need roof tiles, I open Substance and load up a network I had for roughly the kind of pattern I needed, but the tiles are square when I need them triangles. No problem, open up shape generators and just rotate the input 45°, also change some parameters to taste. I instantly have every map type that matters for realistic shading because the network handles their creation for me.
Scanned textures are also good for certain things, but you can do 90% of everything you need with just the above.
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>>576972
are you describing something awful like that No Mans Sky bullshit?
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>>576976
Different kind of procedural.
No Man's Sky attempts to use a unique set of base parameters defined by an artist to generate endless (but very similar) variations.
Substance Designer is about manually modifying a few select parameters of a longer chain to generate a single, wildly different texture.
The former tries to replace the artist (and so far fails at doing so), while the latter is just a tool for the artist to use.
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>>576976
>>576972
no, he's citing the advantages of procedural PBR texturing, like all the automated things which will create a whole generation of artists ignorant about the fundamental principles of their own work field

don't get me wrong, there ARE advantages, but don't be surprised that most assets you see online all look the fucking same; people just love convenience, presets, and easy results.

If you push the boundaries, sure, its gonna be great., but claiming you know PBR on your resume is the equivalent of saying you're an expert with MS Word.
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>>576981
>Substance Designer is about manually modifying a few select parameters of a longer chain to generate a single, wildly different texture.
>wildly different texture.
hid post here
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>>576993
Compared to the "infinite procedural content" method, the main difference is that it *is* more varied. The cost being that variation is created by the artist.
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>>576972
>PBR texturing is the future
It's a fad.
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>>576999
PBR has been around for over 10 years. That's some fad!
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>>576946
>maya
never will be part of the 3d kingship.
never.
yearly license kills it's chance to even be a jester in the court.
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>>577028
VR has been around for twice that and it's a fad as well. Technology is full cyclic fads. Lots of enthusiasm, then gets boring, then people forget, then they do it again.
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>>576948
Mantra has had pbr support for ages. In fact it probably had it in 2005. You do realize that VOPS pre-date substance designer as well right? Substance is in it's infancy compared to Houdini in the realm of texturing. The point of digital sculpting is to work in a manner that places form ahead of all other concerns. You can work this way in Houdini using VDB and the volume SOPS.
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>>577033
PBR is physically based rendering that is it. As long as there is a demand for CG materials not give off more energy than they receive PBR will have a place in CG.
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>>577038
This is fucking accurate
Considering that CGI has wanted to simulate reality since day 1, there's no way PBR per-say is ever going away. Substances and photogrammetry would be the fad here, but since they're super useful tools, I doubt they'll disappear. Best case scenario, Substance will just get replaced by something less autistic.

>>577031
if you think Maya isnt top-tier, I'm assuming your part of the retarded pleb called the blender community
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>>577038
>>577044
Somebody who has a habit of replying to himself is making fun of autism.
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>>577045
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Add Zbrush and Substance in there with them and yes you have everything you need.
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I didn't want to make a new thread, but I'm going to start doing some smut animation on patreon and was wondering if I should go at it with SFM for easy access to models/rigs or use blender?

I've tried both before and have a good amount of beginner animation experience.Just wondering if I should bother with SFM anymore if animation and smut is 90% of what I'm going to be doing.
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>>577053
wtf are you going to do with substance that you can't do better in Houdini?
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>>577086

texture?
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>>577139
Obviously, now in what way is Substance better than VOPS? You do realize Houdini has an extremely powerful procedural texturing and shading context that communicates perfectly with every other context, including the compositing context right?
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>>577167
>visual programming
just why. All you get is spaghetti mess
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>>577169
Good point, in Houdini you can do your textures in code, you don't have to use nodes.
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>>577171
Coding in non FLOSS. LITERALLY PAYING FOR THAT SHIT.

when will you shills ever learn?
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>>577172
There is no FLOSS alternative for Houdini.
What should we take instead? Blender? GTFO
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Nothing close to Houdini but:
https://brlcad.org/ is very old but has a programming language that makes parametric polygonal models basically. No UI but read the documentation. Has a lot of stuff.

And of course if you don't care about polygons, Povray. Which is what I use. It's unique in that it goes straight from parametric description to raster.
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>>577172
stay poor moron.
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>>577178
But your're right. If you're young and you're looking into some sort of future job in the industry, you shouldn't touch FLOSS stuff, especially Blender, with a 100 meters long pole.
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>>577172
How are freetards so oblivious? Screaming like autists and telling people to use worse tools because they are free. Nobody cares about open source, you guys have your priorities all fucked up and are too dense to understand why people don't see things your way.
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>>577181
>Have absolutely no comeback
>Declares FLOSS to be "autistic"
Jesus
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>>577167
>now in what way is Substance better than VOPS?

You can paint texture w/ substance painter when appropriate instead of applying procedural to everything like a complete twat?
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>>577204
What the fuck is FLOSS supposed to mean?
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>>577210
It's like FOSS but sligtly more derogatory.
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>>577213
What does it stand for?
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>>577216
The L stands for "Libre".
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>>577207
Painter is a different application with a different workflow than designer. The primary, and most powerful workflow in Substance Painter revolves around creating masks to control smart materials (procedurals) on a layer by layer basis. So you are still applying procedurals like a twat. Maybe you should just run back to Photoshop?
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>>577217
It stands for "license". Free license open source software
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>>577240

>Maybe you should just run back to Photoshop?

Maybe you should learn to apply detail yourself, mr. I-will-program-a-smart-material-to-draw-a-scar-on-that-guy's-cheek?

Houdini is an incomplete tool for the job, just deal with it, hoodoonee fangay.
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I JUST WANNA SAY I LOVE HOUDINI -- !!!

I'm a programmer for a studio in california and i WISH the artists would use houdini! Do you have any idea how useful PROCEDURAL digital assets are in the real world?? OMG -- so many hours could be saved! SO MUCH MONEY COULD BE SAVED..... I'm actually using it now just so that i know how to both program and make at least some of the art for my own projects !

Seriously... this is just programming & art all in one package i can't believe these artists are using anything else!
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>>577668
Because an artist is not necessarily an programmer/math genius.
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>>577290
You act like using proceduralism is somehow not doing it yourself. Proceduralism is using the medium(CG) to it's full potential. It's working smarter, using the strengths of the medium, not forcing it to behave like mediums from before the discovery of electricity.
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>>577691
You don't need to know how to program to take advantage of Houdini. But if you do you go so much further. Math is also a lot easier outside of a classroom and when the focus is on making things look good, not proofs.
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>>577031

Maya is actually the king, most studios use it. You're just an insecure blender autist fanboy.
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>>577716
I am trying, but shit is hard for my brain. Math just sucks too much energy out of my soul, i could sculpt, model or paint for hours, but after too much logic(1-2h) my battery is just empty.
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yeah you know what guys just don't even try. Whenever something gets difficult it's better to give up and perhaps go do something you actually enjoy.
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The only programs I use are FLOSS. Blender wins by default.
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>>577829
But you won't win with your third world VFX against somebody using Maya/Houdini/Max/XSI even C4d if he has an ounce of knowledge.
You're in a handicapped situation.
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>>577842
Most importantly, with Blender he isn't going to win any job.
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>>577842
I have a real job. I do 3D as a hobby only and I'm slowly expanding into a one man porn shop to get that sweet swwwweeeeeet patreon cash. I am masterrace.
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>>577848
Well, then good luck with that. I can't understand why you wouldn't pirate some tools that make your morally questionable endeavor more comfortable and easier/faster, but its your life....
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>>577850
I have enough cash coming in I dont need to pirate shit. I choose FLOSS because I value freedom above all else
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>>577851
Look like you value bullshit above all else. Post a selfie with cash in hand as proof of your claims.
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>>577852
Get a life kid, I'm working on my porn pipeline as we speak and I dont have time for this. Some of us earn good amounts of real money doing actual skilled work. Let me enjoy my hobby and eventual porn riches.
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>>577853
Blender porn bipeline :DDDDDD
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>>577854
step to my level son, although my pipe is FLOSS that doesnt mean its all blender or even majority blender. I am a true chameleon in this porn game
>>
From my experience in the industry I think it's important to remember that many professional artists use a handful of software to model and animate. They all have advantages and disadvantages. It's easy to forget just how many years we work on our projects. Over the decades people tend to branch out to expand their capabilities. I'm often surprised by how many pieces of software a single senior artist might use to accomplish his or her task.
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>>577854
Laugh all you want, anon, he clearly knows something you don't.
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>>576946
May+Houdini+headus+Zbrush+substance painter+substance designer+photoshop+nuke+unreal 4+redshift render+marvelouse designer+after effects+dream weaver+ Adobe bridge+ protools + plus long list of protools plugins = anything you can imagine.
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>>578053
>headus
I just spit my drink all over my mechanical keyboard. This software is TRASH. Use maya 2018 UV Editor, its the king.
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>>578056
Haha I can understand why you say that. I use both maya and headus to unwrap depending on the object. After 5 years I finally realised that different unwrapping solutions have different strengths. Headus has some really good features and if I'm unwrapping something with loads of repeated elements that have been scaled/scewed it's a god send. Plus the multitile uv packing in headus is pretty good...its just such an ugly pile of crap that uses a million shortcuts. I promise it's worth learning and having in the arsenal :p
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>>578058
Why not use Unfold3d? What can Headus do others can't?
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>>578132
I actually used unfold3D for a massive train asset. The edge selection in it was pretty clunky but I can see how it would be decent for simpler objects...I might give it another run.

Headus has a bunch of cool features like box packing, copy uvs per edge detection, rectangular correction and a load more. You really have to go balls deep and use it in a proper project to see all the pros. It definitely has cons as well like a 32bit ram limitation, no projection mapping, very slow when copying uvs to similar elements on high poly meshes. That's why I use maya for certain objects or even make a start with maya and send it to headus if it will save time. I have to say I found unfold3D to be the slowest out of the three but I'm not as experienced in that so maybe that's my bad.

Algorithmic who made substance demoed their own uvmapping software at the substances days event (gnomon workshop). It's on the algorithmic YouTube channel and it looks pretty darn good! They didn't have a release date but they said it's pretty far on. It definitely seemed like a game changer with real time unwrapping as you select the seams by drawing curves on the model.
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>>578229
Do you have a link for that video?
I can't find it.
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>>578309
Found it.
https://www.youtube.com/watch?v=X5Y-WiR2WrU
starts at 1:19
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>>577242
don't do that
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>>578324
w-why??
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>>577714

>You act like using proceduralism is somehow not doing it yourself.

No I don't, you just have no conception of actually making a product and so no idea how absurd your position is. Building a material and laying down a mask that will replace 5-10 deliberate brush strokes is not productive. Furthermore nobody does that.

But hey, be the change you want to see. Go sell your new hot idea of doing everything, EVERYTHING procedurally down to the facial texture of the main character to Pixar or w/e, I beg you.

Houdini is not a complete texturing suite.
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I have started using Houdini and while its pretty fucking good and insanely packed + the particle/physics/simulation department is fucking top notch modelling in that thing is ultra fucking cancer, the nodes become a mess to manage with a bit more complicated structures that aren't made up of 1000 separate objects and the simpliest things like a bridge have like a billion of parameters/options, is it just me? Do people model shit in Houdini?
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>>578335
lots of assumptions and a strawman. I never said anything about procedural 'everything'. I only pointed out that Houdini is more fully featured for texturing than substance designer. And it is.

Also you would be surprised at how much of Pixars shading pipeline is procedural, even on characters.
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Can someone help my retarded ass, so i just started houdini and i made a nice car crash scene, i'd like to export it to Maya because i have Redshift there, problem is how the fuck do i export everything, basically the whole project(car+materials+buildings+animation+simulation)? Could someone help?
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>>578465
You should be able to get this stuff except materials into Maya by using Alembic...
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>>578476
>except materials into Maya by using Alembic...

Shit, fuck. and how do i add materials? I exported the whole project as fbx and it worked but i realized i had no textures.

Also whats the difference between alembic and fbx?
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>>578457

This is your original post:

>wtf are you going to do with substance that you can't do better in Houdini?
>substance
>not specifying any one tool, just naming the suite

Glad to see you eat your words, buddy. :^)

>Also you would be surprised at how much of Pixars shading pipeline is procedural, even on characters.

You would be surprised how much touch up they do after they apply the materials. Since, ya know, you don't do shit yourself and live in a procedural lala land.
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>>578478
FBX does export skeletons, animations and Lights and stuff, Alembic does export point cache (animation).
If you've got it already in Maya and shit is working then all is good.

You have to set up your materials in Maya, i don't know of a method to exchange materials/shaders from Mantra to Redshift.
But if you have textures you just have to connect them again.
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>>577714
>Proceduralism is using the medium(CG) to it's full potential
You'd need something to backup this sort of magic thinking anon....

>>577848
>I do 3D as a hobby only and I'm slowly expanding into a one man porn shop to get that sweet swwwweeeeeet patreon cash.
>I am masterrace.
KEEEEEEEEEEEEEEEEEEEEEEEK you're cancer

>>577854
>Blender porn bipeline :DDDDDD
The autism continues

>>578335
this
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>>578317
That's the one..looks pretty cool right? I can't wait to get hold of the final product and give it a test run!
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>>578506
It looks efficient and dare i say it: fun!
Good lord i shouldn't have watched this. I dread the moment i have to unwrap stuff the actual "normal" way again.
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I love Houdini and all, but how the fuck do you export a rigged character in a way that actually works in other packages such as Maya? It just doesn't seem to work at all, since Houdini seems to handle skeletons, rigging, and skinning in a fundamentally different way from everyone else.
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>>577668
I agree, but... Where is the artistry in that?
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>>580123
Well, aesthetics are based in math so it is nice to know. Math is just another tool to create your art when it comes to Houdini, if anything it's more liberating and offers more artistic freedom
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>>578328
>>578324
>>577242
BLENDER IS GOAT GUYS STOP GIVING AUTODEKS YOUR MONEY WHEN YO COUL PAY ZERO FOR THE SAME SHIT YOU CORPORATE COCKSUCKERS
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>>580238
Who actually pays for autodesk...
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>>580238

I don't pay for autodesk and I have no time to waste with blender and it's horrendous community.
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>>580257
>>580263
It was shitposting, fags. And I agree on the blender community being an unbearable fart smelling circlejerk.
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>>580238
>>580264
it was very confusing shitposting
you replied to a bunch of people explaining something about blender by saying they should stop using autodesk
Thread posts: 91
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