As someone who uses both, Blender and Houdini are perfect compliments of each other rather than being competitors. One excels at something that the other lacks at. Houdini excels at FX, Proceduralism, dealing with large amount of data where Blender excels at poly modeling, sculpting and animation compared to Houdini. With the introduction to geometry nodes, they are closer than ever but there's a huge difference between Geometry nodes and Houdini (not to mention Geo nodes is 2-3 years old compared to Houdini's 25 years of development). Blender is a generalist tool, it's mostly jack of all and master of none (maybe except modeling), so geonodes offer you much higher level nodes in general to do crazy procedural effects with some low level nodes as well and it's geared way more towards generalists, whereas Houdini is way more geared towards FX TDs and pipeline people with PDG with much low level nodes and requires a lot more low level knowledge of 3D, knowledge of coding with VEX (which is a C flavored language) etc. Even if they are doing both procedural stuff, the approach is rather different in both cases. I mean when Houdini made Solaris, that was pretty much comparable to Clarisse for layout and lookdev but unfortunately Clarisse is dead. I can understand why people might wanna compare Houdini with Blender especially after the addition of geometry nodes in Blender but if you go back 15 years ago, you'll see people were comparing and arguing Houdini vs XSI Softimage when they released ICE for XSI and tbh it's still relevant with the comparison between Blender and Houdini because Blender's geometry nodes are a lot similar to ICE than Houdini's SOPs although it's kinda similar to VOPs in Houdini. But I'll say this, a lot of people say Houdini is the king of FX and nothing ever will come close to it and I agree with them partially because I also use Houdini from time to time but if you go back to 10-15 years ago, Houdini wasn't this FX king as it is now. The fluid, liquid, rbd stuff looked pretty bad in Houdini compared to plugins for maya and max etc. It got better overtime with constant development to where it is now today, so it wasn't always this FX king. So maybe we'll never know what the future holds for us with FX Sims in Blender with geonodes and the future of it's development.
@Symbolic-cg8sx I think what drives that ignorance is context and scope. They are probably envisioning projects where there's a lot of stylistic leeway and where one's expected to do the full production in one DCC. And there are certainly projects where that mindset applies, in which Blender is also arguably one of the top contenders thanks to its versatility. On the other hand, if you're working on huge scenes and vast amounts of simulation-intense stuff, of course they would be wrong saying Blender does all that on par with something like Houdini or even Maya (perhaps). Point being I don't think anyone's ignorant or fearful - it's just a matter of the context and scope of which people are referring to, when they debate quality of softwares.
You saw what happened to Softimage; at some point, Houdini is likely to be acquired by Autodesk, too. And then eventually abandoned. Proprietary software comes and goes, only open-source software can stay immune from such corporate shenanigans.
@@proceduralcoffee Well, a lot of Blender youtubers don't work in studios or in freelance and their primary job is to make Blender tutorials and a lot of Blender users (expect the people who are using it to make money in VFX, game dev etc) are just hobbyists which makes sense because it's free and just wanna make some 3D art in there spare time and there's nothing wrong with that. Not everyone needs use to the most sophisticated advanced tools to make some basic stylized art for their Instagram. To those people, they actually might not need to use other programs and just stay inside Blender as long as they can get the result they want and if it works for them then sure.
@@xanzuls Agree in every word except I believe there are Blenderers who have higher ambitions than making Instagram posts :-D. Blender can be used favorably in much higher profile work for sure. It’s not a toy. I’d say the stronger the artist the stronger the case for making use of Blender.
@@lawrencedoliveiro9104 Not a chance in hell that's going to happen, SideFX's leadership has made it abundantly clear that they have no intentions whatsoever to merge or become acquisitive. And btw Softimage's most important innovation (ICE) was never abandoned, it was rebranded and implemented inside Maya. Today its called Bifrost. Furthermore, if you think open-source only has benefits think again. When working in a professional environment, technical support is not a luxury but a necessity. If your scene/project is based around a collection of add-ons that are written by hobbyists/enthusiasts, good luck solving compatibility issues.
@@coolingjam Nah, I used both and Houdini would be a big toolbox where it can sometimes be hard to find the right tool, if you would compare it to Blender as a swiss army knife.
I love the people who say comparing them is like comparing a specific tool to a swiss army knife without realizing Houdini is actually the swiss army knife slowly taking over all departments of the industry.
So glad someone finally said this. Houdini has been eating Mayas lunch for the last decade. Hobby users often assume that modelling and hitting render is the entire job. And that by not costing money, Blender is a no-brainer instead of barely capable of serious work without a lot of hoops to jump through and tons of pain.
Having used both correctly, I can safely say that Houdini crushes Blender in almost every aspect. The only strength I can comfortably give to Blender is its community and the tons of tutorials and plugins it contains, given that it's free. Maybe in the future, Blender will be able to keep up with Houdini, but for the moment, there really is a world of difference.🙂
so, if you want to create an stylized shortfilm (and that includes creating the characters, animations, assets, particles systems, and whatever) you would pick houdini over blender? Because in my case, I would pick blender for sure, and only for specific shots I would use houdini for some simulations. It all depends on the type of proyect, Idk, it's pretty logic
@@nosirve9458 That's why I clarified by saying "almost". It's obvious that if you have the choice between Houdini and blender to create a character and do shots, it's not ideal to go for houdini. It's mainly on the point of stability and the way it works that Houdini crushes Blender
@@adrienlibotte procedural modelling is better than manual modelling?for example And by stablity whst do you mean? Handling 50 millions of particles? Houdini is just more specific; i used houdini before and I love it still, but saying blender is behind, is just wild
@@nosirve9458context counts. If I were to do a one person production where I was responsible for every aspect, I probably wouldn’t choose Houdini (I probably wouldn’t choose blender either TBH) but if I work at a studio with a Nuke compositor, a maya animator/modeller etc, you bet I’d use Houdini to manage my 3D scenes
I started learning Blender first, but after a month I heard about Houdini. I researched about Houdini and it seemed like a very complex piece of software. When I started Houdini, I was literally scared, but I overcame it by maintaining consistency. Then I understood how powerful Houdini is. Houdini is an industry-based software that is also used by some freelancers. To understand Houdini, you need to know the basics of math and physics and have a good computer. That's all. If you are eager to learn Houdini, start with free sources like RUclips and then you can take bigger courses. Research on your own which courses fit you best.
Hopefully rigid bodies and phisics simulation will arrive in geometry nodes, it would be a blast! I see somebody is doing some experimental things, but looks like we are still far from that to happen.
The clip is cool and well done, but comparing Blender to Houdini is like comparing fast food to an expensive restaurant. It will get the job done, you got that right. Nonetheless, great video once again!
The fact that i have to keep waiting for Addons or adjusting to different addons I'd rather just stick with Houdini... once you crack the steep learning of houdini, life becomes easier with endless possibilities
If you want to get into 3D and learn all of them at a time Blender is your go to software. If you want to expand upon a certain skillset you will have to move to other programs like Zbrush for sculpting, Houdini for simulations etc.,
Blender is simply bad in simulation .... Nothing is real to be make "Realistic" Nothing dev wabt works on good solvers for simulation 'Soft / rigid body / Water & cloth )simulation
Worked in vfx games for over 20 years. Blender isnt catching up with houdini because they arent travelling in the same direction. The user needs for each are completly different. Something important to point out is that Houdini has a very integrated architechture. In general i am wary of the plugin/add on structure of blender and unity and to a certain degree maya. Individual artist love their favourite plugin but when running larger crews/shows these black box plugins can be a nightmare. In the longer term plugin architecture can become a hot stinking mess because individual devs only worry about their direct use case and not the overall structure and flow of the software
Yep. The art department is generally small and involved at the earlier stages. As models are very transferable software compatibility is not a large issue. This is not the same thing as building a pipeline that can handle a large amount of data and artists across departments. Its not a trivial task. Unfortunately alot of the loudest voices on software choices on social media don't have experience on larger projects so they tend to make bold statements that don't make an awful lot of sense.
I would argue absolutely not. They need to revisit their implementation of Mantaflow. Right now it is buggy and unstable when trying to bake high quality sims. Houdini doesn't have that problem - as long as you don't run out of RAM and you don't mind waiting the sim will not fail or produce broken results.
I love both, but I wish the geometry nodes had something more akin to solvers for doing simulations than the weird nested loop set-up. Also the last time I tried to push Geometry Nodes with something that Houdini had no trouble handling Blender just crashed. So it's just not there yet specifically for me in that regard, but then again, not stopping people finding amazing work-arounds and building exactly what they want from scratch. Also I recently started using Blender for editing all of my Houdini things and it's been fantastic!
Blender still has serious physics solver problems. Destruction physics and simulation is very limited compared to Houdini, pulldown it, phoenix FD, Fume FX, Thinking particles etc You still have to use old cell fracture for fracture effects.
All the solvers in Blender are old and outdated, the particle system is 20 years old, the cell fracture is just an addon, mantaflow is outdated, out of development. The Everything nodes project was supposed to make it node based and procedural for almost everything to make everything unified. The current simulation nodes are basically loops as they don't have any physics solvers built in but people have made their own physics solvers with node based scripting but it's something that's gonna get implemented in near future as it's the current goal.
@Red_Paper6495 Blender foundation has announced several years ago, which is why bulk of Blender's development is focused on geometry nodes. Which is why most of the big updates in Blender has been related to geonodes.
@@xanzuls You just write a lie. Blender have outdated tools ????? You not even use Blender. Is you payed by Autodesk ?? Blender have most recent tools. Update is regularly on every 3 moths and easier to use than Houdini. Do you OK ??
Blender has been playing catchup with the other DCCs for over 20 years, and with the arrival of AI, the distance between Blender and the other DCCs keeps growing, leaving Blender far behind!
just the fact that it's always blender vs. pretty much every other program is interesting enough. I have to say, regardless of how much more robust Houdini is for procedural work, I think geometry nodes have been invaluable for introducing more people to node-based workflows.
Possible, but not out of the box. Depending on your needs, the type of datas and the file formats available for exporting that datas. File formats like USD, abc, fbx, VDB, even OBJ for models… You have to make some tests to locate the limitations and find some workarounds if any. It can work if you know where to go. Typical problem solving in VFX studios for Technical Directors.
Houdini has a very robust logical structure acroos the board which has been the foundation of its prosperity plus it is being constantly updated. When I first met geonode(maybe beta version), I thought that it was lacking in this aspect. That probably was why they overhauled the whole node system when it was officially launched. But it was just going back to Animation Node, though not the same, which was the previous addon version of geonode. A legacy of Animation Node which provided fragile foundation for ever improving system seems to be haunting Blender and will hinder Blender in many ways
One thing i love about blender is the community they treat it like their child. They will even get offended if you say something which they can't digest 😅so be aware of it
@@Ablumz Nah its just the blender users. Reason is its a free software and the community is mostly 14 year olds who found the only free can-do-it-all software they found. On top of that you got youtube gurus selling their courses mostly on blender for it attracts that big audience.
I do not think that it is correct to compare these programs. Each of them has its own purposes. I am using Blender but plan to use Maya and Houdini If you want to be a freelance 3D artist then Blender is your choice. But still, let's face it: for large productions, Houdini is much more suitable and it is unlikely that Blender will ever move Houdini at all
just use both Blender and Houdini, I do both for my jobs, Maya only goes to an extent if you:re not an animator you wont gonna need it in the field, the only place you need maya is if your client are autodesk centered. if it:s only VFX you can just use houdini and blender without even going C4D.... and it:s actually more powerful than just using C4D alone
@@yasunakaikumi so far, I only use a Blender. to be honest, it seems convenient and familiar to me, but I set myself a goal: to get into a big production, and there people use Maya. Maya is used everywhere in the industry. moreover, there is Houdini Engine for Maya, and I would like to combine these two programs
The proprietary apps are specialized for use in large assembly lines where every “artist” is just a small cog in a big machine. Blender is the versatile app for smaller operations, where each team member has to be skilled in several different roles.
@@lawrencedoliveiro9104 Blender is a high level DCC, meaning that you press a button and many things happen, but you lack fine control, while Houdini can do high level stuff as well, but on top you get fine control over everything, more complex, but infinitely more powerful!
Blender is a very good package. The Sim Nodes will grow with time. Where i see the main difference to Houdini, is the stability if things get thick and messy. You can put together a houdini workstation with 128 or 256 GB Ram, and it will rock in simulation. It never died on me. On the other hand Blender. The memory management will the System down, no matter how much Ram you have. Blender made a big step since 3.0 on this case. Putting some clarisse like Algos into the code, but it's still not capable to handle big stuff. This is sad, but this is how it is. Often the creativity in Blender don't stop with the need for better tools,but simply because the system became unresponsive and crashing like a drunk driver.
Are you using Houdini and blender on windows? I’m using them on Linux with 256Gb of RAM and Blender don’t crash on me. Linux handle memory way better than Windows or MacOs. Maybe your issue is there ?
This is yet another terrible click bait video that people should be comparing Blender with Houdini, just stop already! they are different for a reason the same way that people do not compare Maya and houdini, or Zbrush and Houdini, or Nuke and Houdini, just stop this nonsense comparisons, Blender is it's own thing!
You can still achieve procedural's with blender, it is just not built in, also a huge advantage of blender is that you can program right at it's core as it is free and open source! So if you are someone that excels at programming, blender becomes a very interesting pick
Honestly a better comparison would be Blender vs Cinema 4D. It’d be a much fairer fight. A big part of what makes Houdini so attractive and popular in the high end are kind of glossed over in this video - pipelineability, scene and complexity handling, interop with compositing etc. Blenders in-built composting is toylike compared to Nuke, Cycles is a nice renderer but the way it handles passes is awful, it’s only getting light linking in 4.0 I really like Blender and continue to be blown away at its rate of development, but they’re still a long way off being a competitor to Houdini for high end work. Though it’s been stated that’s not even a goal of theirs.
They need a full bloody rewrite of their entire renderer. The fact they’re still stuck on open gl and haven’t migrated to Vulkan is blenders biggest travesty
Pretty pointless comparison... other than explaining the differences. Blender is a powerful product design tool...not just producing assets but to create and develop new products. As a design consultancy Blender is a key part of our 3D workflow
Honestly my biggest gripe with blender is the Interface and Navigation, i know its customizable but i have been able to use everything else out of the box (houdini, maya, zbrush) No amount of customizing blender gets it comfortable for me
For me it's completely opposite, I find maya and zbrush absolutely awful to use compared to Blender and Houdini. And you are the only person on earth to say they were able to use zbrush out of the box.
blender development is near open source community driven and no doupt it is a shining Star of handling this.... but the Editors are not even close to the competition and vanilla fall even more back, but its free and thw comunity is perfect for learning...so my kids learn with fun blender but the industrie is Pro professionell choice driven .....
Houdini is best in simulation, Maya in animation, Unreal engine in landscape generation.Blender does all that, making it the most complete software, a bad ass.
Great insights especially since I’d love to do special effects stuff with my animations I will make one day, I believe blender will be a top competitor for a lot of companies one day!
blender does too much in every direction with a fraction of developers of the sideFX team, which pump out massive updates, upgrades and features with each new version. I seriously doubt that blender will be ever competitve even if they only focus on geo nodes.
I am a Houdini user, but I'm starting to worry because real-time solutions are surpassing traditional DCCs. I don't think Blender or Houdini are the future.
Don't listen to these youtubers, I used to use blender in the past, I can tell you that blender is completely garbage and have toxic fanboys that think blender is future and other 3d software are going to die , if you are poor use blender.
It really puts me off. Blender isn’t garbage at all, but the fanboyism is really infuriating. “Blender is perfect” “Ok, open an animated FBX with 10mil polys.” “Why would you ever need that many polygons or use FBX files? .blend is the best format”
Blender isn't a garbage, its a good tool to learn and discover the world of 3D. When you learned, you switch to professionnal software like maya or houdini
Blender is nothing compared to Houdini. Sometimes i need to work in Blender because of customers and its really a pain for me. You Cant compare these sws. Houdini with perfect logic, you can do everything in Houdini. Its Just solitare in 3d world. We can compare Blender with other sws on the same level like Maya, Max.
@@xanzuls I do proced modeling in H, sometimes i do something subd in Blender :) we cant compare Blender and Houdini, there is nothing to compare :) Sure Blender can do many things with many addons :) its just basic 3d pack likke Maya, MAX, with MAX Blender is similar because of modificators and so on. But Houdini.. why would someone compare Houdini to any other 3D packages? Why? :) For likes? :) In Houdini you have everything.. maybe that sculpting not too much, buut everything you can imagine, from modeling , rigging, grooming, simulation, landscapes, all without crashing and all on the highest level in 3d, every aspect on pro level in one package without other plugins and money :) there is nothing similar to Houdini. And thats truth
Every other week this channel posts something like this, and it never has nearly enough content to fill a 10 minutes video. Feels like chatgpt was given some “hot topics and asked to write these scripts. I already unfollowed but the algorithm keeps sending these my way. I just wanted to comment in case anyone else is feeling the same but didn’t realize it.
Can you do RUclips videos by Houdini apprentice on your commercial RUclips channel where you earn money from educational videos? What are the restrictions of Houdini Apprentice? Non-commercial projects Apprentice cannot be used in the same pipeline as commercial versions of Houdini Digital Assets created in Apprentice cannot be used with Houdini Engine or Houdini Engine Indie Apprentice uses its own file format for saving scenes and assets Restricted to 1280x720 when rendering Rendering to file formats other than .picnc are wordmarked Apprentice does not work with third party renderers Apprentice licenses cannot be floated on the network This is why young starters consider Blender more then Houdini, if you wanna get result of your work time spent on your learning process
There really is no comparison. Houdini is VASTLY more powerful and always will be. The fact that Blender has added a single basic solver to geometry nodes does not put it on an equal playing field with the enormous range of industry-proven simulation capabilities within Houdini. Even posing the question is silly, naive, or merely clickbait. Having said all of that, Blender has been improving at an astonishing rate in recent years. As a free tool for enthusiasts, freelancers, and small independent studios, it’s a very compelling tool which will only continue to get better. Houdini and Blender are both excellent packages intended for very different users (although I do use both).
I haven't dived into the new blender 3.6 but the new "simulation nodes" is just blender's implementation of a SOP Solver right? (I really do not know much about blender geo nodes)
comparing Blender VFX to Houdini VFX is like comparing a stock Ford Mustang to a Ferrari. yes they both will get you where you are going but Houdini gives you are more options but at a cost of steeper learning curve than Blender. but what about non-procedural hard surface modeling? which is better?
No i just had recently a bad experience with blender, i was all into the hype of geometry nodes, made a rubiks cube with geo nodes, and put a system in there to rotate differently on different axis(9 cubes at a time like solving a rubik's cube), depending on a seed and time, to my surprise, when you rotate the instances, the instances seem to rotate but when they finish a given rotation, they don't remember their new orientation(which is the weirdest thing that could happen to you, don't get even started on the weirdness i find along that pad, i wasted 20 days just because the viewer node don't update the value of a given variable that you want to debug on a spreadsheet, among other things...), i started 3D with C4D R19 and that kind of stuff never happen in a full fledged production software, never in my experience with houdini, it seem to me that people who believe in those hype YT stuff are all newbies, and non professionals, most of the time they just watch 3D stuff without being in it, and they believe into the hype but serious people that are paid to their job to do VFX stuff, all use, Maya, Houdini, Cinema 4D and not Blender, the latter is an excellent side tool, with a bright future(loops coming in blender 4.0, quaternion rotations, eevee next)but to think it can be a main tool for 3D and VFX, specially for a successful artist, that is just foolish, even at my level(far from being a freelancer i started those 3D things very late)i encountered so many problems, that force you to stop, when i had that rotation instances bug, iam now going back to houdini.
@@alexas8787 blender is still playing catch up with Autodesk. maya has had volume lights since 2009. Yeah, it's a small feature, but blender still doesn't have it. yeah, blender is open source and users help fund the development, but it's the golden rule, the ones with the gold makes the rules. If a large donor is paying big bucks for a feature they want, it's basically screw the smaller donors
i am using both, blender is faster on hand craft or small scale project. its UX and software design is make for that . however, houdini have 100times more nodes / function can use. sop, cop, rop kinefx , they all can seamless work together. in blender. is not as much freedom to do work then houdini on tech side. blender is much less function. maybe only 1%. the geo node is too new still have a lot of limitation. its hard to link to rig system, or edit texture. but houdini is not. i feel blender is much harder to use on procedure works. it even do not have some very basic function nodes that houdini have. however however, 70% task i am using blender. because my project scale is smaller and need to be hand craft😂
Holywar between schoolboys still going on. there is nothing stupider than comparing warm with soft. Two tools with different purposes do not replace but complement each other. The result of this mutual complement is the final product - a video or a picture. Author, go start your high school education again.
Seems like a lot of blender artists think blender is the only software pushing for innovation, and think Houdini is on the same boat as maya, max, and zbrush. Houdini is getting new features as fast as blender and both sidefx and blender foundations have super healthy dev team. Blender is definitely catching up but Houdini is not standing still. As a blender and Houdini artist, blender is a fantastic tool that excels as everything Houdini is bad at: concepting, modeling, sculpting. No reason to pick a winner here, both tools are side by side in my arsenal!
@@miriades thanks I can't afford Maya and I dont like it's UI, so Blender it is :D I wanna use Blender, UE5 and maybe EmberGen, Houdini prices and insane learning curve are too much for me (already having to bash my head around learning Adobe suite [PS, IL and AE] for graphic and motion design since I know solo game development is hella hard and takes forever so I need something to earn some bucks quicker haha)
@@wallacesousuke1433 You can apply for a maya student license, that will also grant you access to every one of their softwares. Houdini has the free apprentice version, unreal engine is free, foundry products (except katana i guess) have non commercial versions. The only one that does not have any free edition are zbrush and substance. Renderman has a free version, you can also get arnold alongwith maya license.
Houdini has over 120 modelling nodes, you can model anything in Houdini, and you can do it much faster than with Blender, and it can be 100% non-destructive, or destructive, your choice!
You realise that they dont just need to "get there" they need to surpass it significantly in order for the Industry to relearn their software and ditch all their Houdini tools and remake them in a different software.
Ive watched a few of the this channel's videos and its pretty obvious that this guy has a complete bias towards blender. The comparison to other software's features are almost done to highlight what blender has, and in some cases he goes the extra effort to defend blender in areas that are not necessary. This isn't done when comparing the other software's features that may not be as great as blender (which I have never actually scene besides price, to be honest). Just my opinion.
I say blender will probably be the best choice as every upgrade they get it's like something totally new and unique to it therefore making it more powerful each time each iteration that it receives it becomes that much more powerful so sticking with blender because it's free and open source it's just no limit to how powerful it can actually get where you have something like Houdini that's a paid commercial software they're very limited in how far they can go it's all based on the money they make and I think you may have to actually pay for those upgrades Whereas in blender you don't you can still donate if that's what you want to do is give money away! So if this was a smart shopping I think the smart shopping will go to blender it's going to get there if it's not there already think about it like this when you buy into that commercial idea of a software you're limiting yourself when you could be unlimited that's what blender is it's unlimited you and a team could get together and make something however you cannot say the same thing about commercial software as you all would have to pay for your own seat and that cost a lot of money so if you're somebody who's starting up or even if you're not even if you're doing this professionally I say blender is your best friend and getting you what you need to go!
No way! I work in film and TV as an FX artist and we use Houdini. If you watch their release videos from like version 15 to version 20, they have made leaps and bounds and are great at listening to their customers and giving them what they want. The Indie license is about $300 per year and you can do it all. Blender will never be able to catch up to Houdini. You say Blender is unlimited but it's not. It's very limited. Blender does not do FX well. You also need a ton of add-ons that cost $$$. You can't do large scale fire, destruction, or fluid simulations.
@@the_shizon3322 you don't know what the future holds for blender! As it was ones seen as one of those garbage 3D software that was ugly and complicated beyond use! But now it's a beast and a force to be reckon! And even with extra plugins is still way cheaper than Houdini in the sense that most if not all plugins can be a one time or free! And this allows blender to still be a smaller package to download and then just add the plugins you want or make your own! And the reason why blender is slower is because is focus on other things right now like it's rendering capabilities and fixing bugs! Those film and TV industry people you work for can't see the bigger picture here and are stuck in this ever looping world where they can't move a muscle unless they paying for it to be moved and taking there taking you along with them! They just can't say yes to something that is awesome and free! It just boggles there mind that everything or anything free just can't be better than all the years they wasted paying for it! This is an ego matter they don't want to admit there shame of paying for things only to look stupid at the end because they where wrong all along! And I get it we all been there but the longer you stay the more you will become one of them! So get out while you still can! We don't need to do or follow what is standard anymore you can create your standard and path ways in this new world! Cause these folks are holding you back from all your potential and all they have to do is swing there dollar bills in your face! So break this curse or spell and become your own creator! The way you talk about blender goes to show you just how hook deep they got you!
@@artmanstudios7037i dont think you realise, that you probably dont get the bigger Picture, so let me enlighten you about the fact, that Houdinis development grows at atleast the same rate as Blenders does. What Blender currently has in the Form of the "simulation Zone" is a basic solver in Houdini. They still have a long, LONG Way to go in order to even come close. (And dont get me wrong, blender is a great tool for Hardsurface Modelling and so on. I would even say, it knocked Maya or 3Ds Max out the Park already in those areas. [and well deserved imho]. But dont make the mistake, that just because companies like Autodesk and Adobe seem to sleep on the fact that their software is conscidered to be the "industry standard" so they dont need to push development as hard, that this is the case for all other creative software as well. Thats just a naive and childish thing to say. Edit: Forgot to add, that a BIG factor for Houdini is its focus on pipelinability. This is something that Blender compleatly lacks at the moment, and seeing that it is a program targeted at beginners/generalists; i dont think its a high priority for them to focus on that pipelinability.
i think blender should work at least a bit on a simulation process like sloth sim, softbody that simply dunno doesnt work in 99% of cases, its mantaflow with its literally sick baking time, disappearing particles, some random explosions and literally dumb bug where front particles just goes 1by1 for few layers making water in low amounts looks critically retarded
@@suryakamalnd9888 Totally different, Blender and Houdini came from different backgrounds, had and have different aims, the R&D dumped into Houdini through decades, all the ways have been tested, and used, has giving its edge, is a mature tech. Blender is Good, I love blender, and its going places, but the way Houdini is structured and how it performs is just so far away from Blender. They can look similar doing 'simple things', but then... when you layer that up and add a bunch of heavy things, and request a lot of control, in REAL world problems, is just a different story.
@@wallacesousuke1433 its there and works fine, one thing about blender that is very good is the viewport its easy on the eyes unlike 3dx max, i have mostly used Houdini for effects although its automatic weighting system is way better and faster than even maya but you need to know some programing for Houdini, but if you just want rigging and animation you can pick either maya or blender, with maya being better ofc.
Maya and Houdini are my major tools. For personal usage, I'm planning on replacing Maya with Blender. I don't enjoy Blender's mechanism and navigation. Therefore, I have written lots of add-ons to change Blender's Behavior and Functions work like Maya and Modo. For me, Blender becomes more efficient and intuitive with Maya Add-ons. Houdini is hard to replace.
The first 1,000 people to use the link will get a 1 month free trial of Skillshare skl.sh/inspirationtuts06231
Houdini will end its life as a Blender plugin.
As someone who uses both, Blender and Houdini are perfect compliments of each other rather than being competitors. One excels at something that the other lacks at. Houdini excels at FX, Proceduralism, dealing with large amount of data where Blender excels at poly modeling, sculpting and animation compared to Houdini.
With the introduction to geometry nodes, they are closer than ever but there's a huge difference between Geometry nodes and Houdini (not to mention Geo nodes is 2-3 years old compared to Houdini's 25 years of development). Blender is a generalist tool, it's mostly jack of all and master of none (maybe except modeling), so geonodes offer you much higher level nodes in general to do crazy procedural effects with some low level nodes as well and it's geared way more towards generalists, whereas Houdini is way more geared towards FX TDs and pipeline people with PDG with much low level nodes and requires a lot more low level knowledge of 3D, knowledge of coding with VEX (which is a C flavored language) etc. Even if they are doing both procedural stuff, the approach is rather different in both cases.
I mean when Houdini made Solaris, that was pretty much comparable to Clarisse for layout and lookdev but unfortunately Clarisse is dead. I can understand why people might wanna compare Houdini with Blender especially after the addition of geometry nodes in Blender but if you go back 15 years ago, you'll see people were comparing and arguing Houdini vs XSI Softimage when they released ICE for XSI and tbh it's still relevant with the comparison between Blender and Houdini because Blender's geometry nodes are a lot similar to ICE than Houdini's SOPs although it's kinda similar to VOPs in Houdini.
But I'll say this, a lot of people say Houdini is the king of FX and nothing ever will come close to it and I agree with them partially because I also use Houdini from time to time but if you go back to 10-15 years ago, Houdini wasn't this FX king as it is now. The fluid, liquid, rbd stuff looked pretty bad in Houdini compared to plugins for maya and max etc. It got better overtime with constant development to where it is now today, so it wasn't always this FX king. So maybe we'll never know what the future holds for us with FX Sims in Blender with geonodes and the future of it's development.
@Symbolic-cg8sx I think what drives that ignorance is context and scope. They are probably envisioning projects where there's a lot of stylistic leeway and where one's expected to do the full production in one DCC. And there are certainly projects where that mindset applies, in which Blender is also arguably one of the top contenders thanks to its versatility. On the other hand, if you're working on huge scenes and vast amounts of simulation-intense stuff, of course they would be wrong saying Blender does all that on par with something like Houdini or even Maya (perhaps). Point being I don't think anyone's ignorant or fearful - it's just a matter of the context and scope of which people are referring to, when they debate quality of softwares.
You saw what happened to Softimage; at some point, Houdini is likely to be acquired by Autodesk, too. And then eventually abandoned. Proprietary software comes and goes, only open-source software can stay immune from such corporate shenanigans.
@@proceduralcoffee Well, a lot of Blender youtubers don't work in studios or in freelance and their primary job is to make Blender tutorials and a lot of Blender users (expect the people who are using it to make money in VFX, game dev etc) are just hobbyists which makes sense because it's free and just wanna make some 3D art in there spare time and there's nothing wrong with that. Not everyone needs use to the most sophisticated advanced tools to make some basic stylized art for their Instagram. To those people, they actually might not need to use other programs and just stay inside Blender as long as they can get the result they want and if it works for them then sure.
@@xanzuls Agree in every word except I believe there are Blenderers who have higher ambitions than making Instagram posts :-D. Blender can be used favorably in much higher profile work for sure. It’s not a toy. I’d say the stronger the artist the stronger the case for making use of Blender.
@@lawrencedoliveiro9104 Not a chance in hell that's going to happen, SideFX's leadership has made it abundantly clear that they have no intentions whatsoever to merge or become acquisitive. And btw Softimage's most important innovation (ICE) was never abandoned, it was rebranded and implemented inside Maya. Today its called Bifrost. Furthermore, if you think open-source only has benefits think again. When working in a professional environment, technical support is not a luxury but a necessity. If your scene/project is based around a collection of add-ons that are written by hobbyists/enthusiasts, good luck solving compatibility issues.
this is like comparing a powerdrill with a swiss army knife
I actually love this analogy
Power drill to a tool box
Can I ask which is which ?
@@spikecool50Blender would be the Swiss army knife
@@coolingjam Nah, I used both and Houdini would be a big toolbox where it can sometimes be hard to find the right tool, if you would compare it to Blender as a swiss army knife.
Such a GREAT overview yet again!!!!!
There is just no way as it stands right now houdini is 10 levels above.
I love the people who say comparing them is like comparing a specific tool to a swiss army knife without realizing Houdini is actually the swiss army knife slowly taking over all departments of the industry.
So glad someone finally said this. Houdini has been eating Mayas lunch for the last decade.
Hobby users often assume that modelling and hitting render is the entire job. And that by not costing money, Blender is a no-brainer instead of barely capable of serious work without a lot of hoops to jump through and tons of pain.
You nailed it.
True. Houdini is taking everything away from other softwares.
@@EightNineOne Blender is a clusterfuck of a software. I disgust the five different steps i have to do to get tool to work the way i intend it to.
This! The only thing that's not fun to do in houdini is poly modeling, but even then it's way better
Having used both correctly, I can safely say that Houdini crushes Blender in almost every aspect. The only strength I can comfortably give to Blender is its community and the tons of tutorials and plugins it contains, given that it's free. Maybe in the future, Blender will be able to keep up with Houdini, but for the moment, there really is a world of difference.🙂
so, if you want to create an stylized shortfilm (and that includes creating the characters, animations, assets, particles systems, and whatever) you would pick houdini over blender? Because in my case, I would pick blender for sure, and only for specific shots I would use houdini for some simulations. It all depends on the type of proyect, Idk, it's pretty logic
@@nosirve9458 That's why I clarified by saying "almost". It's obvious that if you have the choice between Houdini and blender to create a character and do shots, it's not ideal to go for houdini. It's mainly on the point of stability and the way it works that Houdini crushes Blender
@@adrienlibotte procedural modelling is better than manual modelling?for example
And by stablity whst do you mean? Handling 50 millions of particles? Houdini is just more specific; i used houdini before and I love it still, but saying blender is behind, is just wild
@@nosirve9458context counts. If I were to do a one person production where I was responsible for every aspect, I probably wouldn’t choose Houdini (I probably wouldn’t choose blender either TBH) but if I work at a studio with a Nuke compositor, a maya animator/modeller etc, you bet I’d use Houdini to manage my 3D scenes
After how much time will blender catch up?
I started learning Blender first, but after a month I heard about Houdini. I researched about Houdini and it seemed like a very complex piece of software. When I started Houdini, I was literally scared, but I overcame it by maintaining consistency. Then I understood how powerful Houdini is. Houdini is an industry-based software that is also used by some freelancers. To understand Houdini, you need to know the basics of math and physics and have a good computer. That's all. If you are eager to learn Houdini, start with free sources like RUclips and then you can take bigger courses. Research on your own which courses fit you best.
ok chatgpt
chatgpt😂
@@kneelbeforeLordLMAOO AI’s idea of a comment
Hopefully rigid bodies and phisics simulation will arrive in geometry nodes, it would be a blast! I see somebody is doing some experimental things, but looks like we are still far from that to happen.
Yes that would be incredible Raffo!
The clip is cool and well done, but comparing Blender to Houdini is like comparing fast food to an expensive restaurant.
It will get the job done, you got that right. Nonetheless, great video once again!
When you see how bloated the proprietary apps are ...
@@lawrencedoliveiro9104Dafuq? Houdini isnt Bloated???
Meh, that's a false equivalence. It's more like a tank versus a truck. They both are good at different things.
The fact that i have to keep waiting for Addons or adjusting to different addons I'd rather just stick with Houdini... once you crack the steep learning of houdini, life becomes easier with endless possibilities
If you want to get into 3D and learn all of them at a time Blender is your go to software. If you want to expand upon a certain skillset you will have to move to other programs like Zbrush for sculpting, Houdini for simulations etc.,
Blender is simply bad in simulation .... Nothing is real to be make "Realistic" Nothing dev wabt works on good solvers for simulation 'Soft / rigid body / Water & cloth )simulation
I love Houdini 😎
The guy who says 2D is more difficult than 3D is making this video
Worked in vfx games for over 20 years. Blender isnt catching up with houdini because they arent travelling in the same direction. The user needs for each are completly different. Something important to point out is that Houdini has a very integrated architechture. In general i am wary of the plugin/add on structure of blender and unity and to a certain degree maya. Individual artist love their favourite plugin but when running larger crews/shows these black box plugins can be a nightmare. In the longer term plugin architecture can become a hot stinking mess because individual devs only worry about their direct use case and not the overall structure and flow of the software
Pretty sure Blender is already heavily used in games from concept to asset modeling.
Yep. The art department is generally small and involved at the earlier stages. As models are very transferable software compatibility is not a large issue. This is not the same thing as building a pipeline that can handle a large amount of data and artists across departments. Its not a trivial task. Unfortunately alot of the loudest voices on software choices on social media don't have experience on larger projects so they tend to make bold statements that don't make an awful lot of sense.
I would argue absolutely not. They need to revisit their implementation of Mantaflow. Right now it is buggy and unstable when trying to bake high quality sims. Houdini doesn't have that problem - as long as you don't run out of RAM and you don't mind waiting the sim will not fail or produce broken results.
Mantaflow is a dead project, it will get replaced as soon.
@@xanzuls More info on this?
No comparison, houdini is the triple black belt bruce lee master 😁
for simulation,
@@migovas1483 Can Handel More Polygons Than Your Blender ( I Use Blender )
@@migovas1483not only for simulations
only for simulation
@enkifury1838 lol, what do you think about landscape generation, instancing, procedural modeling (for example spaceship concepts)?
I love both, but I wish the geometry nodes had something more akin to solvers for doing simulations than the weird nested loop set-up. Also the last time I tried to push Geometry Nodes with something that Houdini had no trouble handling Blender just crashed. So it's just not there yet specifically for me in that regard, but then again, not stopping people finding amazing work-arounds and building exactly what they want from scratch.
Also I recently started using Blender for editing all of my Houdini things and it's been fantastic!
Blender still has serious physics solver problems.
Destruction physics and simulation is very limited compared to Houdini, pulldown it, phoenix FD, Fume FX, Thinking particles etc
You still have to use old cell fracture for fracture effects.
All the solvers in Blender are old and outdated, the particle system is 20 years old, the cell fracture is just an addon, mantaflow is outdated, out of development. The Everything nodes project was supposed to make it node based and procedural for almost everything to make everything unified. The current simulation nodes are basically loops as they don't have any physics solvers built in but people have made their own physics solvers with node based scripting but it's something that's gonna get implemented in near future as it's the current goal.
@Red_Paper6495 Blender foundation has announced several years ago, which is why bulk of Blender's development is focused on geometry nodes. Which is why most of the big updates in Blender has been related to geonodes.
@@xanzuls You just write a lie. Blender have outdated tools ????? You not even use Blender. Is you payed by Autodesk ?? Blender have most recent tools. Update is regularly on every 3 moths and easier to use than Houdini. Do you OK ??
Its not even in the neighborhood of close to Houdini.
Blender has been playing catchup with the other DCCs for over 20 years, and with the arrival of AI, the distance between Blender and the other DCCs keeps growing, leaving Blender far behind!
just the fact that it's always blender vs. pretty much every other program is interesting enough. I have to say, regardless of how much more robust Houdini is for procedural work, I think geometry nodes have been invaluable for introducing more people to node-based workflows.
Can a project created in Blender be edited in Houdini? Cross platform?
Possible, but not out of the box. Depending on your needs, the type of datas and the file formats available for exporting that datas. File formats like USD, abc, fbx, VDB, even OBJ for models…
You have to make some tests to locate the limitations and find some workarounds if any.
It can work if you know where to go. Typical problem solving in VFX studios for Technical Directors.
1:21 what is that supposed to be 🤔🤔🤔🤔🤔🤔
Proud Houdini user... 🐱
Houdini has a very robust logical structure acroos the board which has been the foundation of its prosperity plus it is being constantly updated. When I first met geonode(maybe beta version), I thought that it was lacking in this aspect. That probably was why they overhauled the whole node system when it was officially launched. But it was just going back to Animation Node, though not the same, which was the previous addon version of geonode. A legacy of Animation Node which provided fragile foundation for ever improving system seems to be haunting Blender and will hinder Blender in many ways
One thing i love about blender is the community they treat it like their child. They will even get offended if you say something which they can't digest 😅so be aware of it
the same applies to houdini or pretty much anything people are passionate about ha
@@Ablumz Nah its just the blender users. Reason is its a free software and the community is mostly 14 year olds who found the only free can-do-it-all software they found. On top of that you got youtube gurus selling their courses mostly on blender for it attracts that big audience.
@@realmoonknight LOL
I do not think that it is correct to compare these programs. Each of them has its own purposes. I am using Blender but plan to use Maya and Houdini
If you want to be a freelance 3D artist then Blender is your choice. But still, let's face it: for large productions, Houdini is much more suitable and it is unlikely that Blender will ever move Houdini at all
just use both Blender and Houdini, I do both for my jobs, Maya only goes to an extent if you:re not an animator you wont gonna need it in the field, the only place you need maya is if your client are autodesk centered. if it:s only VFX you can just use houdini and blender without even going C4D.... and it:s actually more powerful than just using C4D alone
@@yasunakaikumi so far, I only use a Blender. to be honest, it seems convenient and familiar to me, but I set myself a goal: to get into a big production, and there people use Maya. Maya is used everywhere in the industry. moreover, there is Houdini Engine for Maya, and I would like to combine these two programs
The proprietary apps are specialized for use in large assembly lines where every “artist” is just a small cog in a big machine.
Blender is the versatile app for smaller operations, where each team member has to be skilled in several different roles.
@@lawrencedoliveiro9104 Blender is a high level DCC, meaning that you press a button and many things happen, but you lack fine control, while Houdini can do high level stuff as well, but on top you get fine control over everything, more complex, but infinitely more powerful!
@@gcharb2d Blender can also apply Geometry Nodes to hair now. Does Houdini do hair?
9:48 Note that you can use OSL scripts in Blender’s materials.
7:16 You forget that you can choose different physical models for your particle systems. One of those is “Boids”.
Blender is a very good package. The Sim Nodes will grow with time. Where i see the main difference to Houdini, is the stability if things get thick and messy. You can put together a houdini workstation with 128 or 256 GB Ram, and it will rock in simulation. It never died on me. On the other hand Blender. The memory management will the System down, no matter how much Ram you have. Blender made a big step since 3.0 on this case. Putting some clarisse like Algos into the code, but it's still not capable to handle big stuff. This is sad, but this is how it is. Often the creativity in Blender don't stop with the need for better tools,but simply because the system became unresponsive and crashing like a drunk driver.
Are you using Houdini and blender on windows? I’m using them on Linux with 256Gb of RAM and Blender don’t crash on me. Linux handle memory way better than Windows or MacOs. Maybe your issue is there ?
@@miriades I agree Blener on Linux is game changing
This is yet another terrible click bait video that people should be comparing Blender with Houdini, just stop already! they are different for a reason the same way that people do not compare Maya and houdini, or Zbrush and Houdini, or Nuke and Houdini, just stop this nonsense comparisons, Blender is it's own thing!
very nice video
plz make a video to tell wich software to chose for what task
You can still achieve procedural's with blender, it is just not built in, also a huge advantage of blender is that you can program right at it's core as it is free and open source!
So if you are someone that excels at programming, blender becomes a very interesting pick
Blender even can't fight with phoenix or fumeFX , and now compare to houdini? where's the confidence blender guys come from?
You're comparing Houdini's strong point with Blender's weak point, now let's compare Blender's modeling and sculpting to Houdini.
@@xanzulsBlender by far on this one.
0:09 What clip is this? This looks epic
Honestly a better comparison would be Blender vs Cinema 4D. It’d be a much fairer fight.
A big part of what makes Houdini so attractive and popular in the high end are kind of glossed over in this video - pipelineability, scene and complexity handling, interop with compositing etc.
Blenders in-built composting is toylike compared to Nuke, Cycles is a nice renderer but the way it handles passes is awful, it’s only getting light linking in 4.0
I really like Blender and continue to be blown away at its rate of development, but they’re still a long way off being a competitor to Houdini for high end work. Though it’s been stated that’s not even a goal of theirs.
They need a full bloody rewrite of their entire renderer. The fact they’re still stuck on open gl and haven’t migrated to Vulkan is blenders biggest travesty
@@snesmochaare there any plannings to migrate to vulkan in future
@@snesmocha First iteration of Vulkan implementation is targeted for the end of this year. It's been a five year process including this one so far.
That’ll be great to see!
@@Arjjacks after implementing to Vulkan which areas we can see improvement ? cycles ?
Know Blender, Learning Houdini. Personally I love Both
Good choice!
hey bro I am into vfx and CGI could you suggest me some advance courses on skill share....
BTW love your work
Pretty pointless comparison... other than explaining the differences.
Blender is a powerful product design tool...not just producing assets but to create and develop new products. As a design consultancy Blender is a key part of our 3D workflow
Honestly my biggest gripe with blender is the Interface and Navigation, i know its customizable but i have been able to use everything else out of the box (houdini, maya, zbrush)
No amount of customizing blender gets it comfortable for me
For me it's completely opposite, I find maya and zbrush absolutely awful to use compared to Blender and Houdini. And you are the only person on earth to say they were able to use zbrush out of the box.
@@xanzulsZbrush UI is simply awful.
Blender stole UI from all around and it is still worst of all. Pathetic Blender.
"Houdini is like Gandalf and Blender is like Frodo. You cant compare them. But always remember that little bitch delivered." Michael Scott
blender development is near open source community driven and no doupt it is a shining Star of handling this....
but the Editors are not even close to the competition and vanilla fall even more back, but its free and thw comunity is perfect for learning...so my kids learn with fun blender but the industrie is Pro professionell choice driven .....
Blender is *A Jack of all trades* & I love it.
Houdini is a GrandMaster of the Trade Universe... most of it's Professional Users havent even tapped upto 20% of its capabilities
@@SuperMyckie great
Houdini is king. There is nothing even close what it does
6:41 how is it done
Houdini + unreal engine = 💎
FR if you mix with Niagara u can get real time 🤤
Houdini is best in simulation, Maya in animation, Unreal engine in landscape generation.Blender does all that, making it the most complete software, a bad ass.
Great insights especially since I’d love to do special effects stuff with my animations I will make one day, I believe blender will be a top competitor for a lot of companies one day!
blender does too much in every direction with a fraction of developers of the sideFX team, which pump out massive updates, upgrades and features with each new version. I seriously doubt that blender will be ever competitve even if they only focus on geo nodes.
I think the only one good thing in this dirty world is .. Blender
I am a Houdini user, but I'm starting to worry because real-time solutions are surpassing traditional DCCs. I don't think Blender or Houdini are the future.
Many will argue that AI is the future, something you will never see in Blender, but was introduced in Houdini 20!
Don't listen to these youtubers, I used to use blender in the past, I can tell you that blender is completely garbage and have toxic fanboys that think blender is future and other 3d software are going to die , if you are poor use blender.
It really puts me off. Blender isn’t garbage at all, but the fanboyism is really infuriating.
“Blender is perfect”
“Ok, open an animated FBX with 10mil polys.”
“Why would you ever need that many polygons or use FBX files? .blend is the best format”
Blender isn't a garbage, its a good tool to learn and discover the world of 3D. When you learned, you switch to professionnal software like maya or houdini
not really, blender user have big community they can destroy houdini everytime he wants also theyre opensource
Blender is nothing compared to Houdini. Sometimes i need to work in Blender because of customers and its really a pain for me. You Cant compare these sws. Houdini with perfect logic, you can do everything in Houdini. Its Just solitare in 3d world. We can compare Blender with other sws on the same level like Maya, Max.
What is sws
Now do box modeling and texturing and rigging and animation in Houdini. I use both that's why I'm laughing at these stupid arguments.
@@haidermoyedm3901softwares**
@@xanzuls I do proced modeling in H, sometimes i do something subd in Blender :) we cant compare Blender and Houdini, there is nothing to compare :) Sure Blender can do many things with many addons :) its just basic 3d pack likke Maya, MAX, with MAX Blender is similar because of modificators and so on. But Houdini.. why would someone compare Houdini to any other 3D packages? Why? :) For likes? :) In Houdini you have everything.. maybe that sculpting not too much, buut everything you can imagine, from modeling , rigging, grooming, simulation, landscapes, all without crashing and all on the highest level in 3d, every aspect on pro level in one package without other plugins and money :) there is nothing similar to Houdini. And thats truth
@@KarelChytilArttake a shot every time you see a smiling face in this reply
Steve Urkel VS Chuck Norris
Every other week this channel posts something like this, and it never has nearly enough content to fill a 10 minutes video. Feels like chatgpt was given some “hot topics and asked to write these scripts. I already unfollowed but the algorithm keeps sending these my way. I just wanted to comment in case anyone else is feeling the same but didn’t realize it.
Blender is the primary DCC in-house tool at Parmount for the production of the Sonic the Hedgehog movies.
Doubt that.
Can you do RUclips videos by Houdini apprentice on your commercial RUclips channel where you earn money from educational videos?
What are the restrictions of Houdini Apprentice?
Non-commercial projects
Apprentice cannot be used in the same pipeline as commercial versions of Houdini
Digital Assets created in Apprentice cannot be used with Houdini Engine or Houdini Engine Indie
Apprentice uses its own file format for saving scenes and assets
Restricted to 1280x720 when rendering
Rendering to file formats other than .picnc are wordmarked
Apprentice does not work with third party renderers
Apprentice licenses cannot be floated on the network
This is why young starters consider Blender more then Houdini, if you wanna get result of your work time spent on your learning process
Nah.. can't even put on side. Houdini wins.
houdini is great
There really is no comparison. Houdini is VASTLY more powerful and always will be. The fact that Blender has added a single basic solver to geometry nodes does not put it on an equal playing field with the enormous range of industry-proven simulation capabilities within Houdini. Even posing the question is silly, naive, or merely clickbait. Having said all of that, Blender has been improving at an astonishing rate in recent years. As a free tool for enthusiasts, freelancers, and small independent studios, it’s a very compelling tool which will only continue to get better. Houdini and Blender are both excellent packages intended for very different users (although I do use both).
I haven't dived into the new blender 3.6 but the new "simulation nodes" is just blender's implementation of a SOP Solver right? (I really do not know much about blender geo nodes)
@@SaladFX more or less
@@SaladFX Exactly! It’s a SOP solver.
@@SaladFX lol yes
@@SaladFX It's more like an 'for each loop' than a proper solver. The actual physics solver come later....
Houdini is basically DForce.
comparing Blender VFX to Houdini VFX is like comparing a stock Ford Mustang to a Ferrari. yes they both will get you where you are going but Houdini gives you are more options but at a cost of steeper learning curve than Blender.
but what about non-procedural hard surface modeling? which is better?
neither
No i just had recently a bad experience with blender, i was all into the hype of geometry nodes, made a rubiks cube with geo nodes, and put a system in there to rotate differently on different axis(9 cubes at a time like solving a rubik's cube), depending on a seed and time, to my surprise, when you rotate the instances, the instances seem to rotate but when they finish a given rotation, they don't remember their new orientation(which is the weirdest thing that could happen to you, don't get even started on the weirdness i find along that pad, i wasted 20 days just because the viewer node don't update the value of a given variable that you want to debug on a spreadsheet, among other things...), i started 3D with C4D R19 and that kind of stuff never happen in a full fledged production software, never in my experience with houdini, it seem to me that people who believe in those hype YT stuff are all newbies, and non professionals, most of the time they just watch 3D stuff without being in it, and they believe into the hype but serious people that are paid to their job to do VFX stuff, all use, Maya, Houdini, Cinema 4D and not Blender, the latter is an excellent side tool, with a bright future(loops coming in blender 4.0, quaternion rotations, eevee next)but to think it can be a main tool for 3D and VFX, specially for a successful artist, that is just foolish, even at my level(far from being a freelancer i started those 3D things very late)i encountered so many problems, that force you to stop, when i had that rotation instances bug, iam now going back to houdini.
geonode is 2/3 years old compared to 25 years of development of Houdini.
Blender just lacks realism or accurate physics, I tried working on simulations there, but it just lacks that extra quality.
Don't a compare a light bulb with the sun😂😂
But can you say that in Blender it is impossible to achieve what is possible in Houdini?
Yes you can...
@@alexas8787 blender is still playing catch up with Autodesk. maya has had volume lights since 2009. Yeah, it's a small feature, but blender still doesn't have it. yeah, blender is open source and users help fund the development, but it's the golden rule, the ones with the gold makes the rules. If a large donor is paying big bucks for a feature they want, it's basically screw the smaller donors
@Red_Paper6495 It's different for everyone, even if two people work in a Blender, one will do the same faster than the other
i am using both, blender is faster on hand craft or small scale project. its UX and software design is make for that . however, houdini have 100times more nodes / function can use. sop, cop, rop kinefx , they all can seamless work together. in blender. is not as much freedom to do work then houdini on tech side. blender is much less function. maybe only 1%. the geo node is too new still have a lot of limitation. its hard to link to rig system, or edit texture. but houdini is not. i feel blender is much harder to use on procedure works. it even do not have some very basic function nodes that houdini have. however however, 70% task i am using blender. because my project scale is smaller and need to be hand craft😂
Holywar between schoolboys still going on. there is nothing stupider than comparing warm with soft. Two tools with different purposes do not replace but complement each other. The result of this mutual complement is the final product - a video or a picture. Author, go start your high school education again.
No
You're welcome
Wow, are you Adam Something?
Seems like a lot of blender artists think blender is the only software pushing for innovation, and think Houdini is on the same boat as maya, max, and zbrush. Houdini is getting new features as fast as blender and both sidefx and blender foundations have super healthy dev team. Blender is definitely catching up but Houdini is not standing still. As a blender and Houdini artist, blender is a fantastic tool that excels as everything Houdini is bad at: concepting, modeling, sculpting. No reason to pick a winner here, both tools are side by side in my arsenal!
What about rigging and animation? Which is better and why?
@@wallacesousuke1433both are good. I even find them better at this than Maya which is also good, but lack innovation.
@@miriades thanks I can't afford Maya and I dont like it's UI, so Blender it is :D
I wanna use Blender, UE5 and maybe EmberGen, Houdini prices and insane learning curve are too much for me (already having to bash my head around learning Adobe suite [PS, IL and AE] for graphic and motion design since I know solo game development is hella hard and takes forever so I need something to earn some bucks quicker haha)
@@wallacesousuke1433 You can apply for a maya student license, that will also grant you access to every one of their softwares. Houdini has the free apprentice version, unreal engine is free, foundry products (except katana i guess) have non commercial versions. The only one that does not have any free edition are zbrush and substance. Renderman has a free version, you can also get arnold alongwith maya license.
🤣Funny comparison
blender is nowhere near houdini
Really? Have you tried doing animation, rigging, texturing in Houdini?
hahahahaha have u guys actually worked professionally on large projects?
All about VFX... What about modeling?
Z brush
Houdini has over 120 modelling nodes, you can model anything in Houdini, and you can do it much faster than with Blender, and it can be 100% non-destructive, or destructive, your choice!
Blender is Premiere Pro and Houdini is...After Effects?
No Blender is Première pro and Houdini is more like Avid media Composer.
Is maya similar to Houdini..... What's exactly the difference between Houdini and Maya???
No, They are completly different. Houdini is node driven, Maya is similar to 3dsMax and Blender
@@miguelangelor Houdini is used exactly to do what?? Just vfx or animation? Does maya also function the same way?? Should u learn both compulsarily???
Maya is used maily for charactere animation and general animations
@@komalvishwakarma9740 you dont have to know both but is always a good idea to know the basics of either one at least.
please make a comparison video on maya vs houdini
They are slowly trying to copy Houdini. Once they complete the copy it, it will be there, trust me
You realise that they dont just need to "get there" they need to surpass it significantly in order for the Industry to relearn their software and ditch all their Houdini tools and remake them in a different software.
Ive watched a few of the this channel's videos and its pretty obvious that this guy has a complete bias towards blender. The comparison to other software's features are almost done to highlight what blender has, and in some cases he goes the extra effort to defend blender in areas that are not necessary. This isn't done when comparing the other software's features that may not be as great as blender (which I have never actually scene besides price, to be honest). Just my opinion.
such as nobita vs goku
Erm, no 😅
Chalk and cheese
I say blender will probably be the best choice as every upgrade they get it's like something totally new and unique to it therefore making it more powerful each time each iteration that it receives it becomes that much more powerful so sticking with blender because it's free and open source it's just no limit to how powerful it can actually get where you have something like Houdini that's a paid commercial software they're very limited in how far they can go it's all based on the money they make and I think you may have to actually pay for those upgrades Whereas in blender you don't you can still donate if that's what you want to do is give money away! So if this was a smart shopping I think the smart shopping will go to blender it's going to get there if it's not there already think about it like this when you buy into that commercial idea of a software you're limiting yourself when you could be unlimited that's what blender is it's unlimited you and a team could get together and make something however you cannot say the same thing about commercial software as you all would have to pay for your own seat and that cost a lot of money so if you're somebody who's starting up or even if you're not even if you're doing this professionally I say blender is your best friend and getting you what you need to go!
No way! I work in film and TV as an FX artist and we use Houdini. If you watch their release videos from like version 15 to version 20, they have made leaps and bounds and are great at listening to their customers and giving them what they want. The Indie license is about $300 per year and you can do it all. Blender will never be able to catch up to Houdini. You say Blender is unlimited but it's not. It's very limited. Blender does not do FX well. You also need a ton of add-ons that cost $$$. You can't do large scale fire, destruction, or fluid simulations.
@@the_shizon3322 you don't know what the future holds for blender! As it was ones seen as one of those garbage 3D software that was ugly and complicated beyond use! But now it's a beast and a force to be reckon! And even with extra plugins is still way cheaper than Houdini in the sense that most if not all plugins can be a one time or free! And this allows blender to still be a smaller package to download and then just add the plugins you want or make your own! And the reason why blender is slower is because is focus on other things right now like it's rendering capabilities and fixing bugs!
Those film and TV industry people you work for can't see the bigger picture here and are stuck in this ever looping world where they can't move a muscle unless they paying for it to be moved and taking there taking you along with them!
They just can't say yes to something that is awesome and free! It just boggles there mind that everything or anything free just can't be better than all the years they wasted paying for it! This is an ego matter they don't want to admit there shame of paying for things only to look stupid at the end because they where wrong all along!
And I get it we all been there but the longer you stay the more you will become one of them! So get out while you still can! We don't need to do or follow what is standard anymore you can create your standard and path ways in this new world!
Cause these folks are holding you back from all your potential and all they have to do is swing there dollar bills in your face! So break this curse or spell and become your own creator! The way you talk about blender goes to show you just how hook deep they got you!
@@artmanstudios7037i dont think you realise, that you probably dont get the bigger Picture, so let me enlighten you about the fact, that Houdinis development grows at atleast the same rate as Blenders does.
What Blender currently has in the Form of the "simulation Zone" is a basic solver in Houdini. They still have a long, LONG Way to go in order to even come close.
(And dont get me wrong, blender is a great tool for Hardsurface Modelling and so on. I would even say, it knocked Maya or 3Ds Max out the Park already in those areas. [and well deserved imho].
But dont make the mistake, that just because companies like Autodesk and Adobe seem to sleep on the fact that their software is conscidered to be the "industry standard" so they dont need to push development as hard, that this is the case for all other creative software as well.
Thats just a naive and childish thing to say.
Edit: Forgot to add, that a BIG factor for Houdini is its focus on pipelinability. This is something that Blender compleatly lacks at the moment, and seeing that it is a program targeted at beginners/generalists; i dont think its a high priority for them to focus on that pipelinability.
Blender is a Toy software and not Titan class.
i think blender should work at least a bit on a simulation process like sloth sim, softbody that simply dunno doesnt work in 99% of cases, its mantaflow with its literally sick baking time, disappearing particles, some random explosions and literally dumb bug where front particles just goes 1by1 for few layers making water in low amounts looks critically retarded
I think as soon as blender releases simulation node the community will hop on and create beautifull node trees
Amazing video bro.. Honestly speaking, they both are almost same.. Like iphone is iphone and samsung is samsung.. You can't really compare them..
Nah, they are totally different,.. core , performance , integration... iPhone and Samsung are phones, same use but marketed and priced differently.
@@migovas1483 yeah.. they are different but still.. seeing the top samsung and the top iPhone, it's not that different..
@@suryakamalnd9888 Totally different, Blender and Houdini came from different backgrounds, had and have different aims, the R&D dumped into Houdini through decades, all the ways have been tested, and used, has giving its edge, is a mature tech. Blender is Good, I love blender, and its going places, but the way Houdini is structured and how it performs is just so far away from Blender. They can look similar doing 'simple things', but then... when you layer that up and add a bunch of heavy things, and request a lot of control, in REAL world problems, is just a different story.
profesional vfx know what best
💪
No, Blender is NOT there, geo nodes are great but still a joke compared to what you can do in Houdini
There is no joke. Blender geo nodes are serious stuff and YES is THERE.
when it comes to sims blender might as well not have it if u compere it to Houdini
What about rigging and animation?
@@wallacesousuke1433 its there and works fine, one thing about blender that is very good is the viewport its easy on the eyes unlike 3dx max, i have mostly used Houdini for effects although its automatic weighting system is way better and faster than even maya but you need to know some programing for Houdini, but if you just want rigging and animation you can pick either maya or blender, with maya being better ofc.
The cost of houdini is a just a joke... so much better mastering properly blender it allows to do most of the job free of charge
quick answer: NO.
я знал что космос выдумка
When will blender be better than Houdini?
Probably never. Houdini is a dev enviornment. They are totally different classes of software even if they can both have similar looking outputs.
@@pogo575 also blender is community environment
I hate blender because it’s heavily relying on plugins and hotkeys , not my favorite thing at all
Maya and Houdini are my major tools. For personal usage, I'm planning on replacing Maya with Blender. I don't enjoy Blender's mechanism and navigation. Therefore, I have written lots of add-ons to change Blender's Behavior and Functions work like Maya and Modo. For me, Blender becomes more efficient and intuitive with Maya Add-ons. Houdini is hard to replace.
Blender is free