![CG Forge](/img/default-banner.jpg)
- 152
- 1 098 544
CG Forge
United States
Приєднався 16 чер 2015
CG Forge is the best place for Houdini courses that are thorough, simplified, and straight-to-the-point
For the full course catalog, visit www.cgforge.com
For the full course catalog, visit www.cgforge.com
Karma XPU vs Redshift - A Comprehensive Review
If you're interested in downloading the scene files for yourself, then visit this link:
www.cgforge.com/karma-rs-review-file
Timestamps:
00:00:00 - Intro
00:01:47 - Testing Criteria
Criteria 1: Speed
00:02:47 - How Scenes Were Tested
00:10:50 - Shaderbot Lineup
00:11:28 - Adaptive Tessellation
00:11:38 - Bubble Blob
00:12:25 - Caustics
00:12:35 - Global Illumination
00:13:31 - Volume Rendering
00:14:10 - Motion Blur
00:14:20 - Instancing
00:14:31 - Stability
00:15:01 - Shaderbot Commentary
00:17:10 - Tessellation Commentary
00:18:19 - Bubble Blob Commentary
00:21:29 - Caustics Commentary
00:22:43 - Global Illumination Commentary
00:25:03 - Volume Rendering Commentary
00:26:22 - Motion Blur
00:27:08 - Instancing Test
Criteria 2: Features
00:29:04 - Considerations for Features
00:29:44 - Features List
00:30:29 - Features Commentary
Criteria 3: User Experience
00:31:15 - Redshift Documentation
00:33:55 - Karma Documentation
00:37:19 - Redshift Color Correction
00:39:11 - Karma Color Correction
00:42:06 - Redshift Viewport Integration
00:42:37 - Karma Solaris Viewport Overrides
00:46:08 - Renderview Comparisons
00:47:40 - PostFX
00:48:42 - Karma Viewport Render Settings
00:49:54 - Render Settings Comparison
00:51:49 - Commentary About USD
Criteria 4: Pricing
00:54:51 - Houdini Pricing
00:56:00 - Redshift Pricing
00:56:21 - Pricing Breakdown Scenario
Criteria 5: Visual Quality
01:00:35 - Defining Visual Quality
01:01:17 - Final Thoughts
** Karma partially supports matte objects
---------
For more high quality content, visit www.cgforge.com
Thanks for watching!
www.cgforge.com/karma-rs-review-file
Timestamps:
00:00:00 - Intro
00:01:47 - Testing Criteria
Criteria 1: Speed
00:02:47 - How Scenes Were Tested
00:10:50 - Shaderbot Lineup
00:11:28 - Adaptive Tessellation
00:11:38 - Bubble Blob
00:12:25 - Caustics
00:12:35 - Global Illumination
00:13:31 - Volume Rendering
00:14:10 - Motion Blur
00:14:20 - Instancing
00:14:31 - Stability
00:15:01 - Shaderbot Commentary
00:17:10 - Tessellation Commentary
00:18:19 - Bubble Blob Commentary
00:21:29 - Caustics Commentary
00:22:43 - Global Illumination Commentary
00:25:03 - Volume Rendering Commentary
00:26:22 - Motion Blur
00:27:08 - Instancing Test
Criteria 2: Features
00:29:04 - Considerations for Features
00:29:44 - Features List
00:30:29 - Features Commentary
Criteria 3: User Experience
00:31:15 - Redshift Documentation
00:33:55 - Karma Documentation
00:37:19 - Redshift Color Correction
00:39:11 - Karma Color Correction
00:42:06 - Redshift Viewport Integration
00:42:37 - Karma Solaris Viewport Overrides
00:46:08 - Renderview Comparisons
00:47:40 - PostFX
00:48:42 - Karma Viewport Render Settings
00:49:54 - Render Settings Comparison
00:51:49 - Commentary About USD
Criteria 4: Pricing
00:54:51 - Houdini Pricing
00:56:00 - Redshift Pricing
00:56:21 - Pricing Breakdown Scenario
Criteria 5: Visual Quality
01:00:35 - Defining Visual Quality
01:01:17 - Final Thoughts
** Karma partially supports matte objects
---------
For more high quality content, visit www.cgforge.com
Thanks for watching!
Переглядів: 14 121
Відео
AI is GOOD THING for 3D Artists - Here's Why....
Переглядів 4,8 тис.5 місяців тому
In this video, I offer my perspectives on the topic of AI and the impacts it has (or doesn't have) on the lives of professional CGI / 3D artists. It's okay if you disagree with my views, but make sure to be respectful about it if you decide to leave a comment below.
Environments I
Переглядів 1,6 тис.6 місяців тому
Visit the course at www.cgforge.com/course/environments-1 If you have any additional questions, feel free to get in contact via CG Forge's contact page. Thanks for stopping by!
What is CGI? - Learn VFX, Game Dev, 3D Animation
Переглядів 5 тис.9 місяців тому
To download the CGI Jumpstart Guide, register at CG Forge for free by visiting: www.cgforge.com/path-player?courseid=houdini-for-the-new-artist&unit=654efbc613cda180b408b9fa Thanks for watching! 00:00 - Intro 00:51 - "What is CGI?" 06:26 - Modeling 10:49 - Lookdev 13:22 - Assembly Rendering 15:15 - How to Learn 20:38 - Choosing a 3D Application 23:27 - The CGI Jumpstart Guide
Houdini For The New Artist
Переглядів 56 тис.9 місяців тому
Register for free → www.cgforge.com You can download free exercises and additional resources to help you get started. If you're brand new to CGI, then follow this link before watching this course: ua-cam.com/video/R8zar00w6QY/v-deo.htmlsi=6hl5plIbpn5qJRv2 Feel free to also join the CG Forge Discord → discord.gg/XkQ6s3aFsx Houdini For the New Artist features all the latest and greatest workflows...
Houdini | Lighting, Shading, and Rendering Snow & Rain | Quick Tip
Переглядів 10 тис.Рік тому
Houdini | Lighting, Shading, and Rendering Snow & Rain | Quick Tip
Houdini Jobs - What They Are + Where to Find Them
Переглядів 8 тис.Рік тому
Houdini Jobs - What They Are Where to Find Them
Houdini | Adhesive FLIP Simulations | Masterclass
Переглядів 17 тис.Рік тому
Houdini | Adhesive FLIP Simulations | Masterclass
Houdini | Attribute Transfer | Node Bible Quick Tip
Переглядів 3,1 тис.Рік тому
Houdini | Attribute Transfer | Node Bible Quick Tip
Houdini | Mask By Feature | Node Bible Quick Tip
Переглядів 4,2 тис.Рік тому
Houdini | Mask By Feature | Node Bible Quick Tip
Houdini | Custom Wind Microsolver | Pyro Quick Tip
Переглядів 6 тис.Рік тому
Houdini | Custom Wind Microsolver | Pyro Quick Tip
Houdini | The Voronoi Chipping Method | Quick Tip
Переглядів 4,6 тис.Рік тому
Houdini | The Voronoi Chipping Method | Quick Tip
Houdini | How to Model Bricks | Quick Tip
Переглядів 3 тис.Рік тому
Houdini | How to Model Bricks | Quick Tip
Houdini | Edge Damage SOP | Node Bible Quick Tip
Переглядів 3,5 тис.Рік тому
Houdini | Edge Damage SOP | Node Bible Quick Tip
Houdini | Snow and Rain FX | Quick Tip
Переглядів 25 тис.Рік тому
Houdini | Snow and Rain FX | Quick Tip
Houdini | Cleaning Bad Geometry | Quick Tip
Переглядів 9 тис.Рік тому
Houdini | Cleaning Bad Geometry | Quick Tip
Houdini | Caching Large Simulations | Cmd Line Rendering & Optimizations
Переглядів 12 тис.Рік тому
Houdini | Caching Large Simulations | Cmd Line Rendering & Optimizations
Houdini | Rendering Magic FX | Quick Tip
Переглядів 3,3 тис.2 роки тому
Houdini | Rendering Magic FX | Quick Tip
Houdini | Preventing Jittery Pieces | Quick Tips
Переглядів 10 тис.2 роки тому
Houdini | Preventing Jittery Pieces | Quick Tips
Houdini | Destruction II - SOP Level RBD
Переглядів 2,3 тис.2 роки тому
Houdini | Destruction II - SOP Level RBD
Houdini | Attribute Adjust Nodes | Node Bible Quick Tips
Переглядів 2,2 тис.2 роки тому
Houdini | Attribute Adjust Nodes | Node Bible Quick Tips
Houdini | Attribute From Pieces | Node Bible Quick Tips
Переглядів 4,2 тис.2 роки тому
Houdini | Attribute From Pieces | Node Bible Quick Tips
thank you 😍
my karma is not rendering its say no active renderer to save image from.
Good
Cool video, had no idea that 3d Generalist was even a thing. I had people turn me down saying I am too qualified but it was because my whole approach was that if generalist and I been drawn to Houdini in last couple years.
*Cries in 'keep a pulse on what studios are doing well*
You remind me so much of Andrew Kramer! Great content (:
Good that someone finally bringing this up
You´ve literally saved my ass with this tutorial. Thank you so much!
Karma is rendered everything so ugly
Solaris / Karma is a pain to set up. The materials are complicated. If I could define it in one word, it would be -bureaucratic-. Redshift is straightforward.
Thanks for camparing renderers which i strongly interested nowadays. Recently 20.5 was released, and i curious your opinion/perspective what is improved in karma and is it still redshift is better. Thanks for the video. Helpful. From korean houdini newbie
Hey, thanks for watching. 20.5 features a lot of excellent improvements. Adaptive sampling is one of the biggest ones, and that will improve the speed tremendously. Also, the addition of PostFX operations is another nice new feature to Karma. I haven't tested the toon shader yet, so I couldn't tell you how well that compares to Redshift's toon shader at the moment. All in all though, I still suggest Redshift if you're newer because 1. You don't need to confuse yourself with USD right away... and 2. The user experience is still better with Redshift. At some point, it will be worth learning both, but you'll have an easier time starting with Redshift first and then learning Karma.
@@cgforge Super helpul. i using houdini indie as a freelancer, so i really wanted to use karma which included in my license, and supported by side fx directly. but i feel not enough for karma to use. because redshift is sounds/looks better. but i really really hope sidefx will improve karma better than RS personally and imagining your video that 'karma is winner' in the near future.. thanks you kind opinion. sir. have a nice day.
No problem! I would like Karma to win out as well because that would make my life much easier as a teacher. But, it's still not there yet, and frankly, may never get there for beginners unless SideFX focuses on simplifying the user experience. (Which is difficult to do thanks to USD). And, just to re-iterate, I'm talking about beginners - not intermediate or advanced users. I'll be willing to re-visit this video if SideFX dramatically improves its documentation, color correction problems, unifies the interface, and focuses more on user experience. Until then, however, those things are a deal-killer for beginners, and teaching without these things is a nightmare. As an example, take a look at teaching motion blur. I need to explain what motion blur is first (which is a lot for some folks) PLUS all of the weird things that happen when you're working with USD. Same kind of thing goes for explaining attributes. The naming conventions are totally out of wack when, lets say, making a point attribute, converting that info to primvars, accounting for special attributes that are renamed differently during conversion, and then accessing that information through a "USD Geometry Property" node in material X which can be easily confused with similarly named nodes in Material X. As a beginner, you're better off getting a solid grasp of these general concepts first, and then figuring out all the weird USD quirks after you have practice + a solid understanding of basic 3D concepts. So, by using Karma, it's like doubling the workload for beginners to make a good image. For intermediate / advanced users, this may be no big deal, but for a beginner, that could be difference between burning out and sticking with it. So, again, it boils down to... start with Redshift, learn the basics first, and then try tackling Karma. Good luck! - Tyler
@@cgforge thanks tyler, i am really glad to get answer from you really specifically.. i bought RS first depends on your advice. hope you well, and thanks for making videos.
i keep learning and forgetting at this point i need a fat whiteboard notes arent helping
Hey @3DMVR if you're having a hard time remembering everything, then you probably need more practice using Houdini by yourself. It's like driving a car. You need to watch someone else do it, but you also need to do it by yourself to really get the hang of it. Good luck!
this was amazing! thanks for sharing this man
Very efficient and inteligent method! Thank you very much. You have really open mind. :)
thx for sharing
I was horrified at the terrible interaction you were getting in the IPR and then I saw that you are using a 1080. 😄 Great review/comparison. I'm primarily coming from Arnold as my main renderer for the last 5+ years, but the one thing that stood out for me in this whole video is your report of constant viewport crashes with the IPR. MASSIVE red flag. Maybe an issue with the 1080. Have you done any of these tests on a proper 3x/4x gen RTX card?
I know, my 1080 card has been getting a little senile lately. haha When the new 50 cards come out, I'll jump on that pronto. I have some limited experience with the 30 and 40 cards. The performance is much faster for both Redshift and Karma, but I wouldn't be able to give you specific stats until I upgrade eventually.
i will pick arnold
amazing video thank you so much
So new Karma XPU is adaptive and Houdini now have post-process effects (Slap Comp)
Indeed! There are a lot of major improvements coming soon with 20.5. SideFX addressed many issues that were brought up in this video, and it's great to see things change quickly.
@@cgforge could concider making another 1 hour video for that haha
I know right! I'm chasing my tail over here. haha In general though, Redshift still wins out at the moment. Karma is much closer than before. Adaptive sampling is finally here, (SideFX should have released XPU with it because it's such a critical feature when rendering), and PostFX is also a win... but XPU is still not there yet when it comes a few other things. Forcing beginners to learn USD right away is still a pretty treacherous task, there are still many quirks to transparent materials, color management may or may not be better, and the user experience portion is yet to be seen. I'll wait another release cycle before doing an update video. For now, I need to focus on what to do with the, Node "Bible." SideFX decided to make their own node "book" that's nearly identical to the "Bible" that I've been developing for years, and I need to make sure that I'm providing value that goes beyond the SideFX documentation / free videos in order to serve my subscribers.
can i do this with a pyrosolver sop?
You can do most of this with the pyrosolver sop. The pyrosolver sop is just a wrapper that goes around a DOP network. So, for the parts that require some custom dop operations, you can go in there and do the same.
Well, honestly, that's the kind of overall statement I'd expect from someone who hopes to sell learning material to aspiring 3D artists. Pessimism would harm your business model - you're just as biased in that field, as OpenAI is regarding AI. ;)
I hear ya, but that doesn't really address any of my arguments though. Even if I wasn't selling courses, I would say the same things. In the future, if I truly believe that AI is going to replace the 3D artist, then I'll teach AI to those who aspire to make film / tv / video games / etc. because that's going to help them achieve their goals. But, for now, that's not happening because I don't see it that way.
Hey (for those who will read this comment) I want to learn 3D modeling and animation but with the rise of AI, I ask myself : Should I continue to learn 3D or not? What do you think?
You'll find mixed opinions on that question, so you'll need to ultimately answer that for yourself. I personally don't believe that AI will replace demand for 3D artists. AI is incredible at generating general ideas + stock footage, but it's terrible at providing customized results to the degree at which clients demand it. Just as an example, if stock footage could replace movies / tv shows entirely, then why hasn't it already done so? CGI has always thrived on creating never-before-seen ideas in a customized, consistent, specific way. None of that lends well to how AI works. But, like all things, time will tell. You'll have to either take the risk by spending your time and energy on it... or avoid it and do something else. Just make sure that it's your decision and not someone else's decision on what to do with your life.
Thank you for this very informative comparison. I really appreciate, that you are not using the Maxon marketing term “Solaris plugin”. My first attempt was Houdini 19 and for obvious reason I tried to get familiar with the Solaris Karma workflow. Having this said, I thought my Houdini FX 20.0.653 and Redshift 3.6.01 combined would be a great workflow improvement, seeing all the rendering results around...but it´s like going back to the old Mantra workflow. However, Solaris (especially Houdini GL) and Redshift RT are anything else then friends. For some Reason materials build up with RS Mat Builder are only displayed as default Material in the in the common Solaris Viewport (Houdini GL) so while adjusting Materials I always have to use Redshift RT. On the other Hand, using material X as mtlxshader builder, Redshift renders out the Base (incl. a attached texture map) and Specular section from the Standard mtlx without any problem. Trying to use anything else from this shader type (incl. the mtlxdisplacement section) don´t work. Something you also shouldn´t do, is adjusting the camera viewport from your active camera while using Redshift RT in comparison to Karma XPU. Because otherwise the viewport went into pure black. So, you are totally right, and I fully agree with you, when it comes to the pure comparison of render time. But taking for example material adjustments also into consideration, this topic looks different to me. So yes, Redshift and the traditional workflow is great and works. But when it comes to Solaris and its workflow using MaterialX and USD, this RS-Plugin is only a kind of pre alpha version of a Solaris Redshift Render Plugin. Conclusion: Redshift 3.6.01 is great if someone grew up with Redshift and/or the Mantra rendering workflow. For people that jumped into Houdini since the Solaris workflow has passed the Beta version and want to use it this way, pls be aware that you have to use a different approach then the common Solaris workflow if you don´t want to run directly into a bunch of trouble.
Not trying to be negative here… I think this is short sided. People who are at the top of the industry, for example Shaddy Shafadi think it’s game over. In an interview he showed an Ai and his concept with the same prompt and just admitted that the AI one was better. Reality is reality, it might not be pleasant but most liklley the need the need human work in the entertainment industry will be reduced greatly.
Thanks for sharing your thoughts @hyperman9506 - I don't find your comment to be negative. I think it positively contributes towards the conversation. One thing that ought to have been emphasized more in my video is that there's a huge difference between the concept art / previs work and CGI. Concept art has definitely been disrupted with AI, however, VFX / 3D Animation / CGI is an entirely different situation, and it won't be nearly as affected as concept artists will. In order for AI to replace CGI, it will need to jump leaps and bounds in progress (much like a regular car progressing into a flying car) in order for that to happen, and I just don't think that's in the cards for that to happen anytime soon.
@@cgforge To be honest I don’t see the reason why. Personally I think every think will come down to correcting/polishing the stuf tha Ai did. Why would you pay someone who does it for days if you can get 80 % of the work with a prompt ? Just a matter of the right software coming around.
Well, why not make a movie out of stock footage? That'll often get you 80% the way there. It's because that last 20 percent requires complete control in order to meet a client's demands. Customization is what the clients pay for, and, unlike concept artists, it doesn't need to be mostly what they want - it needs to be exactly what they want. Plus, it needs to move and integrate properly at every frame... with perfect integration in the rest of the scene. You can't just "comp that." And, if you're doing characters, it needs to talk. And... all of that needs to be customized in the exact way that client wants. If a client wants a mirror in a room to be moved somewhere else, as an example, it's not just the mirror. It's the shadows, reflections, shading that reacts to the light in the room, and all the other specific details that will be noticeable once they change a little bit. For clients, that lack of consistency will become very frustrating because there isn't control over anything. Each time you ask for something, it'll be like rolling the dice and hoping that it works well. My point is, AI is good at giving you general things, but it's terrible at giving you anything specific to the degree at which clients demand it. So that's one reason why it has a long way to go in replacing the work of 3D artists.
@@cgforge To be honest I think you are underestimating how fast this is moving. It's one thing to move a mirror with shadows in a program with all the technical skills and a second to do it with prompts and then mabey tweak it a bit wich some sliders ( ex "character maker" ) Sure there will always be someone to art direct the process. But if everything will be prompting based and mabey some very basic sculpting software ( like nomad ) then all those skills ( technicall / software knowledge ) will be worthless. This will lead to the decrease in the perceived value of the role as well as a decrease of people neeeded to do the job. A huge part of the job is knowing the programs and this will be gone if you can say what you want, get it and tweak it. You are no longer working from scratch, you're role is less crucial so less paid. Making a movie form stock footage is not the same, with AI you tell it what you need, just like a client tells a 3D guy now. And again, tweaking sure, but it won't be the same job. It won't be as valuable because you will have to know less to do it. Hope you are right dude but seems like wishful thinking.
I suppose we'll have to agree to disagree about it. Innovation has, indeed, been at breakneck speed. However, just because it has been fast to develop in the past doesn't mean it can continue doing so in the future with unlimited upside to replace all media. I suppose only time will tell. Thanks for adding your thoughts to the conversation.
very cool technique
awesome!
It's suprisingly more intuitive than Blender's geo nodes.
Thank you Sir
whats ur take with Ai and houdini, will everybody be able to do that in 10 years? :/
Nah, I don't think so. It's not really close to replicating what Houdini artists do at the moment. It's a much bigger deal for concept artists, copywriters, and musicians, but Houdini artists are quite safe at the moment in my opinion.
@@cgforge good, i kina have the feeling that u always need pros involved to train the Ai, meaning to get a good music Ai u need musicians looking at its development etc. so as long as no advanced vfx cgi artists snitch and join Ai companies they wont figure it out alone... great videos btw. will inhale them now haha, i know blender very well, curious how long it takes to be good in houdini!
Thank you! Really useful!
Thank you so so so much for this video! Really appreciate the work you put in and a very clear demonstration. ✨ One question I have is when I applied HDRI texture onto my Fill light, the enviornment doesn't change and remains black. Any guidance on this would be appreciated! @1:10:49 Note: Display Enviornment Lights as Backgrounds is checked on.
Hey @dancingbetweenus , have you tried changing the viewport lighting options? You should see a variety of small light bulb icons to the right of your viewport.
pffff dont know how and when, but somehow this video did not only introduce me well into houdini but also made me understand davinci resolve more than ever before, u r amazing!
amazing video!
Loved this tutorial. Walking through it, right there with us the whole time.
I recently experimented with Redshift in C4D, mainly to weigh it against my preferred renderer Arnold. They're pretty comparable, with Arnold edging out Redshift in a lot of ways for me, but there is one feature of Redshift that gives it a massive advantage: one of C4D's best features is its suite of noise generators for procedural texturing, and Redshift, being owned by Maxon, gives you the ability to use those in other programs like Houdini - which has, in my opinion, incredibly lacking procedural texturing capabilities unless you're willing and able to do some complex math.
Just want to know if this is perfect. I know it's a bit outdated for todays software especially with CGI but, here is my PC specs... Case: Phanteks (PH-ES620PTG-DBK01) Enthoo Pro 2 Full Tower Motherboard: GIGABYTE Z590 AORUS ELITE AX (LGA 1200/ Intel Z590 ATX/ Triple M.2/ PCIe 4.0/ USB 3.2 Gen2X2 Type-C/ Intel WIFI 6/ 2.5GbE LAN/ Gaming Motherboard) CPU: Intel Core I9 10900 10core Cpu Cooling: Noctua NH-D15S Cromax black Gpu: MSI Gaming GeForce RTX 3080 LHR 10GB RAM: Crucial Ballistics RGB 32gigz OS Hardrive: Western Digital M.2 1TB Storage: Crucial 2TB SSD hardrive External Hardrive: Western Digital: My Passport Ultra 500gigz Power supply: 850w BQ P.S. I will be building another PC as a render farm and I think will be faster than what I have now... But, for now I will just be patient and use what I have... I think upgrading the RAM from 32gbs to 64 and up will be a HUGE plus... But, anyways... Let me know cause I really want to use the fluid simulations...
Oh yeah, that'll work perfectly for getting started. Believe it or not, some of those specs are better than mine right now. For fluid sims, however, you'll want to upgrade your ram up to 128 GB and a bigger SSD / External hard drive. Fluid sims can take up a lot of space on your ram, and, even after you clean up the data and cache to your hard drive, it can take up lots of space.
@@cgforge I definitely can do that! Thank you for your speedy reply... Really means a TON!
@@cgforgeGot my 128gbs of RAM in... Soon I will get a new M.2 4TB SSD... However I will need a power supply soon... Later I'm looking at AMDs Ryzen 9 series CPUs... Looking fast! AMDs R9 16 core cpu smokes the Intel's i9 14900 series...
Given the goals for your students, the clear candidate is Eevee in Blender.
I think Eevee is worth considering for beginners, but it'll struggle once you start getting into the weeds. The features aren't there compared to the other engines, and migration between Houdini and Blender can get dicey in complex scenes.
@@cgforge With the introduction of Geometry nodes, Blender has closed a significant gap with respect to Houdini. The critical issue that is paramount to developing one's skills, is the ability to quickly iterate, and quite honestly, Blender wins hands down in this respect. The introduction of Eevee Next will address some of its shortcomings, including real displacement, but even now there's Cycles to lean on when non-biased path tracing is required. With the introduction of AI-driven denoisers, I find I can typically get away by setting a relatively high noise threshold (0.1) and allow the denoiser to do the rest of the work, for acceptable results (especially for animation, where it's more forgiving than a still that'll be more closely scrutinized). Taking this into account, I find I can get satisfactory results in under 30 sec for an HD frame even with complex scenes with refraction and subsurface scattering. But the huge point in its favor is productivity. For a student, the best way to accelerate one's progress is to tighten the iteration loop from conception to execution and quite frankly, in this regard, Blender wins hands down. That skill can close the gap with the big boys (Maya, Houdini) has been amply proven by artists like Ian Hubert and Chris Jones, who have shown that it can scale well in capable hands producing professional results that are indistinguishable from its more expensive competitors. But the issue of price, as you have shown, is kind of moot, the true hidden cost to consider is time, not just for rendering, but for quickly getting results that one can respond to and in this regard, Blender shines as it's designed to be accessible and user-friendly for the novice. The Blender road map is quite impressive and the developers have shown that they understand how the tools are being used by the community, prioritizing substance over flashy features - for that there's a rich Addon market. They listen and consistently deliver on features with impressive speed. Even Manuel, from Entagma, who is a staunch Houdini advocate, extolled Blender's virtues in one of his "nerd rant" podcasts and is himself using Blender with his university students, precisely for the reasons I mention. For personal projects, I have recently made the shift to Blender from Houdini and won't look back. It's just the right tool for a lone artist and his laptop. Houdini is unparalleled for working within an established pipeline, but I don't think the lone 3D artist is the ideal fit.
Yeah, ya know, it all really depends on what you're trying to do. Houdini has a way of rewarding your efforts later on in your learning journey and blender does so towards the beginning in general. You will run into a significant number of limitations with Blender, however, and that can turn into big problems real quickly if you need to get exactly what you want at the highest possible quality. I often suggest people learn both because they often have opposite strengths and weaknesses. So, rather than looking at it as 100 percent this or that, it's often more interesting to combine the two depending on the situation. Another thing to consider is that If you render with a 3rd party engine like Redshift, you can use that engine consistently across multiple platforms. One of the problems with native render engines like Eevee and Karma is that you don't get that cross platform compatibility. That can make a significant difference if you're, let's say, freelancing with multiple pipelines to contend with. In that situation, you'll want to learn all the render engines, but it will probably be easier to deal with a 3rd party because of the cross platform compatibility. For example, I've run into a cinema pipeline that uses redshift and a Maya one that uses redshift. In both cases, I'm able to just do all my work in Houdini by exporting out proxies because it didn't really matter where everyone else wanted to be. But anyway, to make a long story short, I wouldn't recommend drinking the Eevee, Karma, or Redshift Kool aid and only doing that. The best answer really just depends on the specific situation, and a great 3d artist is going to learn as much as possible to provide the best custom solution for each situation
Excellent advice!
The editing of these vids feel like 2013, What you say is cool just Bumping up the Editing Could get you to Way more views
You're right - next time I'll bring in the air horns, a thousand zoom cuts, and grow a fro mullet.
@@cgforge lmao
How do you come up with all this tricks, .. crazy! thanks!
Lots of practice! Thanks for watching
I found this tutorial incredibly helpful! when chatgpt is not so. It explained the foreach VEX function in detail and showed me exactly how to use it. The guidance on why a local variable is used was particularly enlightening. The instructor really held my hand through the process, making it easy to follow along. Highly recommended for anyone looking to understand VEX functions thoroughly and logically.
See any idiot can use ai 😂
Great video! Tks! I love Houdini and I use it everyday, but something similar can be applied to C4D vs Houdini. Not in every aspect but mostly User Experience and hassle.
cn you make a couse for flip sops? making ocean simulations and stuff
Yep! That's on the agenda for fluids II. We'll see if I can get to it by the end of the year, but it'll be there eventually
@@cgforge will be buying it for sure!! Can't wait
Does LOP still exist in houdini 20?
Hi @artadecram_9624 , yes it does. However, I suggest watching the newest version of Houdini For The New Artist here: ua-cam.com/video/IlosUT6_YbE/v-deo.htmlsi=tPL9Sn7hjLB65cU2
seriously, this whole thing reminds me of when photoshop was new. first, you had people saying “digital art isn’t real art, you just push a button!” (the same thing was said about photography in general in the 1800s), then in about a decade, no one wanted to hire film-only photographers… but while you might have heard a photographer griping about needing to learn new stuff, you didn’t hear “these new-fangled digital photographers took my jerb!” honestly, when you see all the ai haters, the comments are full of self admitted communists who completely lack any economic knowledge whatsoever. it’s just jealousy fueled hatred. especially since the same exact people couldn’t shut up about wanting ai servants ten years ago, but now that it might replace THEM instead of the “low skilled workers who are doing ‘jobs no one wants’” (i can’t stand that phrase) so it’s the most horrible thing ever, and “it violates their right!” (it doesn’t.) seriously tho, if ai takes your job as an artist, your job probably wasn’t as important or as integral to that company as you thought it was. and considering how many people in the “ai is evil and it took my jerb!” camp ARE spiteful communists, i feel like a LOT of crucial information is being left out of their stories. (they never have any real proof, just a lot of claims and anger.) either way, luddite movements never succeed. the people will always side with what is more useful to the whole (something the communists claim they want, and yet they rage when they find out maybe they weren’t as irreplaceable an individual as they thought they were… which they should have expected if they actually understood their own ideology) of society instead of what is preferable to relatively small group. ai art tools are going to continue to progress and become more powerful and intelligent whether or not people fight against them.
Amazing bro!
I had same black artifact problem with karma. I'm curious if its possible. Is there any way of using "Unreal for rendering" while still aiming results as for FX portfolio. Like, if can we transfer attributes from Houdini and render something similar to it. Sir, I would like to inform you that in India. Companies are offering average of about $178-$239/month to Jr. Fx Artist. Usually working hours a week is about 54 hours.
Hello @cgsudo , yes, you can bring your FX into Unreal and render it there. That will be good for a game dev / real time portfolio. For VFX, however, you will want to use a full-blown render engine to achieve the highest quality possible. That means using Redshift, Arnold, Vray, Renderman, or Karma for example. Good to know about the Indian wages as well. I had no idea they were offering that little for Jr. FX artists in India. I simply looked up the average Indian wage and assumed that VFX artist would at least make the average. Also, it's worth keeping in mind that what studios offer is not what they might be willing to actually pay artists. In other words, what the studio wants is not always what they are willing to get depending on how well other artists negotiate their wages. It would be interesting to see how much they actually pay vs. what studios want to pay.
Thanks so much for your precious time for prepare this video. 😀
An advantage that karma has over redshift that wasn't mentioned in the pricing section of the video, is that with the Engine Indie licenses, you can render on up to 5 machines at once per indie license. Compared to $22 x 5 to render redshift on 5 machines. For a small studio with a small render farm, redshift might still be worth it, but the savings might also be a an extra graphics card.
Hi, Hope you are doing well thank you for the great series. It's really helping and inspiring me a lot. I wanted to ask, whenever I use camera navigation, the movement of the camera follows the position of the mouse cursor. Is there a way for it to move or rotate from the center of the object, like it does in Maya? Are there any settings for that?
You can't look at the AI issue in isolation. You have to look at it in the context of a post-2020 landscape. The Hollywood "Multi-billion dollar profit-machine of a movie" model has collapsed. Franchise film IP has been mismanaged (think SW or Marvel) and steered into the rocks. Badly timed strikes have compounded the rot. Therefore upcoming budgets will be smaller and CG & FX will be dialed back. The Ads industry seems to be contracting also.
I agree with you in general. Much bigger issue has to do with market forces in general rather than AI. Hollywood has definitely been over corporatized and resulted in movies that many people don't really care about as much as they used to. It also wasn't terribly long ago that the Netflix revolution changed the business model entirely for movies, and that's resulted in everyone trying to undercut each other and creating a more chaotic market that's less fun for viewers to sort through. On the plus side, I do think there's a lot of upward potential in episodic TV that uses lots of CG. Game of thrones was obviously a tragedy with how it ended, but it did give a glimpse of what could be possible if you had long format stories that didn't get ruined working with CGI. I suppose only time will tell where the new opportunities will sprout up, but in the meantime, it is definitely resulted in less work for many people in the industry