![]() ![]() In RayFire you’ll need to push 1 button, but you’ll be limited in control over those chunks, only forces and collisions. In TP you’ll have to push 2-3 buttons, and you’ll have particle-like control over them too, though you won’t be able to control the shape. ![]() But, say, in Houdini you need to push 3 buttons to break something, and you’ll have full control over the shape an motion of those chunks, transformations, changing geometry, whatever you can think of. After all - it’s all just buttons, different UI and approaches to same tasks. So, personally, I plan to keep working in Max and Maya, and will try to learn Houdini too. If they did not know Maya at all… You can guess in what situation they’d be. Remember Softimage? I personally know a few guys, who were lucky to know Maya when softimage was killed.But I’m also trying to create all the tools I need in maya to work as fast as Max can out of the box, for such simple tasks. I love rigging and animating in maya, but if someone asks me to rig 10 game characters and make some simple animations for them in 1-2 weeks - I’ll better go with Max+CAT or Biped for that task. You will be able to use the right tool for the right task.You will not be limited only by studios working in one particular software you know. It will be easier to find a job, if you’re more flexible with software.After learning Maya I started to understand Max better too. But basics of 3d are all the same, in every software. Yes, you should choose your ‘favorite’ one. Well, I don’t agree with that completely. Well, I hear a lot of people trying to stick to their packages… But in my personal experience - knowing more packages only benefits you.įirst agrument - some people say, that you better invest more time into perfecting your knowledge with ONE package. Speaking about my background, I do have working experience with 3ds max + TP + FFX for VFX, I worked in maya quite a lot with animation, rigging and python scripting, diving into dynamics a bit too, and I’m trying to find time and force myself into learning Houdini… But I’m keepig an eye on it for years now… Though as you said, this question is discussed a lot on each fx forum. I am actually very interested in this too, and would love to hear from experienced people. From what I saw, you can, for example, create a fracture tool in houdini, which will work inside of Maya, you’ll be able to feed it some mesh, and break it, for example. So you can work in Maya, and use Houdini as you would use Thinking Particles in max, like a plugin for specific tasks. Where as in Houdini+Maya you’ll probably spend more time learning it, you may spend more time on more trivial tasks (though I might be really wrong here), but you’ll be able to work with much more complex scenes and FX shots, rising quality much higher, with much more control over everything.īut there is also Houdini engine now. The more complex your scene is, the harder it would be to work with it in max+TP+FFX bundle. You can achieve a lot using particles and nodes and expressions and some scripting too.īut I think it will take much more time, and you’ll end up spending more time on RnD rather than doing something… Maya is usually used along side with Houdini, as far as I know.ģds max OR Maya+Houdini is probably the best way to do it.ģds max+TP is faster to learn, a lot of things can be done faster than in Maya+Houdini, but it gets harder for complex scenes. You can always write your own tools in Python to do such things. It is still possible to do all those things, destruction - Pulldownit, for example. Well, I’m not an expert, but from what I know - there are no real alternatives to Houdini or TP in Maya.
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