Jump to content

Have you ever heard about this?


Symbolic

Recommended Posts

Why it should be illegal? How exactly illegal?

I just think that it looks too much like a copy of Houdini's interface. Not it's functionality but it's look.

One thing to me is to be influenced by a style, another thing is imitate and further even sell it. But that is just my opinion.

Link to comment
Share on other sites

Yeah, to be honest... it looked like H at some point. You are right.

But it is more like blend of Houdini, Blender, Cinema 4D :)

I am not sure when it comes to the "replica" blame... those days nothing is unique...

but there might be some patented GUI features. not sure.

It is interesting though, to see a brand new package emerging, somehow. And I am curios how they will compete.

Link to comment
Share on other sites

Yeah, it seems like a new generation. It is QT for sure. But is being QT a very significant thing? Is not it just a GUI library. Anything can be QT. :)

QT has a certain "look" to their gui widgets from what I've seen. I know you can skin them though, but it's still possibly apparent.

I've no idea what gui toolkit Houdini uses. Possibly their own?

Link to comment
Share on other sites

  • 1 year later...
  • 3 months later...

woow thats a real threat for houdini, 30 billions of poligons? procedural workflow?? working in live compositing? thats like a jump of 100 years ahead in tecnology...

what could do sesi against that? :)

i think this is very bad news for The Foundry bye bye nuke :)

You are kidding ?

Link to comment
Share on other sites

I didn't watch the whole video (too much work to do! ;))... but anyone who says things like "Artistically correct rendering" and "You don't need to worry about the technical details" raises some flags in my head.

I could be wrong, it could be awesome, but SIGGRAPH demos are not exactly production.

Link to comment
Share on other sites

On the raw polygon count, if you think about it, when Mantra renders a simple cube with micropolygons and given a 2k plate with the cube front and center, you are creating umpteen million micropolygons and each micropolygon is a quad with four vertices where each one needs to be shaded. Not hard to hit the 100 Million mark considering that.

When rendering with Raytrace or PBR, the geometry still has to be cut up if it isn't small enough for the patches to be rendered directly and again are in the umpteen millions for large scenes for large resolutions. If you subdivide the geometry in to small enough bits that are directly renderable by PBR/raytracer for the current camera view, then you save Mantra this step and can get more performance with raw manageable geometry sizes increasing (file archive sizes or ipr bloat). And in H12, mantra now shares the cut up geometry between Microply and Raytrace/PBR with a unified Shading Quality setting!

Just sayin' when raw poly numbers are being bantered about wrt rendering.

Hopefully IPR will continue to evolve to couple Houdini ever tighter to Mantra to make for ever faster preview renders to the point that it is "real time" as hardware gets ever more cpu's with huge ram allocations and gpu cores with it's modest addressable memory. It's a real challenge to do this for all scenarios that Houdini+Mantra is used for day in and day out. Not just a landscape that makes use of procedurals to manufacture detail at render time. (<<<cheeky comment of which I am guilty of too but who wants to wait a couple minutes for a real production file to load and render in a demo?)

From what I see, most things lit and rendered at production studios are driven by 100's of high resolution objects with 100's if not 1,000's of 2k-12k texture maps per frame generating dozens of AOV additional image planes for compositing which Mantra and other top render engines (Arnold, PRMan and the various REYES spec render engines such as 3Delight, VRay, etc.) are continually evolving to support. ;)

Not an easy set of problems to solve for realtime rendering, and because of the sheer size and the state of these typical scenes and the current state of Graphics cards with gpu's and the cost of outfitting workstations and render farms with gpu's (not gaming cards which are very costly to support in mid to large facilities), still mostly a cpu task which looks like Clarisse is utilizing at this time.

The goal of real-time rendering of production shots is a constant challenge and is an obvious goal for any software vendor in this arena. Of course as hardware improves, the shot complexity and performance demands from the software also increases and I don't think this will be slowing down any time soon in the Features/Commercials studios. I have to say one thing though. It's real nice when your scenes scale linearly with complexity as you approach the limits of your hardware, something that is front and centre with Houdini+Mantra as this makes the large scene pain management, erm, manageable. A feature not to be overlooked.

Edited by old school
  • Like 1
Link to comment
Share on other sites

( within my limited knowledge and experience )

what i find interesting is their -Philosophy- ( bullet points of what artists mostly need today ) .

the hardware power is on its way , while the workflow is crucial , IMHO .

also , smart memory and power management on recalculating only whats being affected by changes ( at least what they said ) , are the max a developer can give to an artist . Clarice-makers seem to have their focus and ideas clear but .. it is obvious that the product , they are demoing , is simply a scene manager and a renderer ; with very limited instancing and variatons compared to Houdini , basic shading , pass manager , and god knows what else .. .

what i find useful on seeing that and bringing it here is the idea of ' bringing back to life ' the compositing Context of Houdini and making it more tightly connected with other contexts . seeing whats happening in Clarise , i believe it wd be very useful if the compositing context wd be used heavily into preparing and testing passes before sending those into render process . let say the scene and animations are finished . objects sparately textured and shaded . now comes the final ' Meeting ' , where all the things should make sense . lets open IPR and the Pre-Compositor . this last might have bundles , takes' manager , light linkers , a huge list of General Shaders ready to be used or creayed ( mates , AO , irradiance , shadow catchers , collector of custom shaders' exported variables , etcetera .. ) , Pre/PostProcessing/Compositing networks ( to test final results / apply filters if neccesary / recollect and build final Shots ) , a Master Render Properties Director .. and a Queue Manager throw passes to .. and an mp3-player integrated .

--

now let me smoke another one for other even more 'brilliant' ideas .. =)

.cheers

  • Like 1
Link to comment
Share on other sites

  • 3 months later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...