Houdini vs blender reddit For working in a movie do Houdini, but for working in a game do blender (or Houdini). Comparing Houdini vs Blender Geometry Nodes I think Houdini is 2-5x faster and easier, because Houdini has specific nodes for various kinds of stuff while Blender's Geo Nodes are just pure math. 1 houdini is objectively better. Blender, while impressive, felt like a huge reset for me; Houdini offers a richer return for the time investment. Nov 10, 2024 · I’ve chosen Houdini as my new mainstay over Blender, primarily because: My workflow is highly procedural and largely non-destructive (about 80%). it will depend on your needs. Iterations are realtime and very clean if a relatively modern GPU is used, and it will give instant results as opposed to waiting for The flexibility Houdini brings to the table is almost infinite, which is sometimes the most needed especially for high-end VFX. Learning FX these days can be done within the tools' context, no need to wait to use the tools outside of learning fx. Then is it okay to just use a karma render? The reason I'm hesitant is because I heard that xpu version can't use vex code. But with improvements of Blender in 2. I started learning Houdini after about 4 months in Blender (0 prior CG experience before Blender). How are you going to manage that in blender? In Houdini with Solaris/Karma, I can easily update all 20 shots with new cameras/animations/assets and render them all at once after I have a proper setup. As others have said the only reason to do this is if you are transitioning from c4d and aren’t comfortable rendering in houdini yet. That said - if you want to stick with Houdini - a render integration is always better than export/import. I am making a large scale fluid simulation, and first i tried creating it in blender using flip fluids addon, but it slowed down so much that it had somewhere around 55hrs ETA, and it ate all available ram in my pc. In addition to Houdini, you might also want to try the Geometry Nodes system in Blender to create procedural models. This doesn't mean Blender is not enough, it is really powerful in its way,it's just target audiences are slightly different. Especially with the new simulation node features. You can also hop on YouTube and watch the Houdini Isn't Scary series to get the basics. It is almost there to cover most needs. trust me! Since Blender has gotten so good in 2. Thank you, and have a Merry Christmas It remains to be seen if Blender ever wants to invest in the sort of things that are important to the studios, but I don't see it catching up with Houdini, it's more likely that Blender continue to succeed in the hobbyist/one-man-army market along with Cinema4D, Modo, etc. If you want to get into character animation, or film industry Maya Houdini is more for Vfx, particle, fire, water and cloth simulations Master them all and you become Thanos I use both blender and Houdini but run my own studio so I can use whatever tools I want. When Autodesk, in their infinite wisdom, decided to purchase and shelve Softimage a lot of users jumped ship to Houdini around v16, when the interface improved dramatically, colored nodes! What luxury. It's much more code-centric, and is a more technical sort of deal. Just because their jobs don't require them to touch the other software doesn't mean the skills don't translate. I reckon I will need to start writing codes in blender to achieve the same thing. I saw a post the other day discussing how Houdini is better for scene assembly compared to Maya. If you plan to Model a lot. You can do almost everything in blender, sculpt and all that with even assets library. Oh yeah, and Blender's implementation doesn't suck? Give me a break, that thing makes you manually switch color management in TWO places (camera imager & general color management settings, three if we count in viewport imager override); it has two versions of the same nodes (I think they're in the process of deprecating older implementations, but there's still a bunch of doubled nodes Max Swift Loop vs Blender Loop Cut (to mention just one). Blender is the much better tool for hobbyists. Your ability to use EmberGen sims. It's just my humble opinion and I still use c4d. Further, I did not say blender was close to Houdini. Reviewers felt that Houdini meets the needs of their business better than Blender. A lot of bigger studios also already have a lot of proprietary tools made for Maya so it's going to stay industry standard for quite a while yet. Houdini as a bit similar to TD because TD some kind of child from the same studio/developers which separated when Houdini had old another interface. But, not very common on job descriptions (yet). Using a machine with a good enough spec you can do stuff in blender you can only dream of in Maya…with USD support. We also sometime talk about other canon equipment such as printers. If the VFX looks fake it was not because of Blender. Keeping it in houdini will be the ay easier and less steps. Clearly they aren't incapable of using Houdini, but EmberGen as a tool exists for a reason and being able to use it is might help. Hi there! This topic is just about procedural asset creation for Unreal Engine, where Houdini offers that through Houdini Engine with HDAs, and… Houdini or bust :) it depends on what you specialize into, but in the start when you haven't found your field yet it's worth it to check out one interactive platform, line blender where you do your poly models and sculpting, and one generative environment for everything else where the best one is Houdini, and it has a non commercial license for free. (Houdini) Render it. When comparing quality of ongoing product support, reviewers felt that Houdini is the preferred option. Another +1 for Blender being the best complement for Houdini that I can think of. Houdini and blender would be my choices. Probably the biggest thing blender has going for it is that it'll still be free and usable years and years after your Houdini license expires. So eventually I want to make proper 3d product videos with things flying liquid splashing all of that stuff. I do find myself moving everything I made in Houdini back to Modo for lighting, layout, and rendering because the workflow in Houdini, I find, really terrible. I started with Blender, then Houdini and when tried TD, and TD is harder for me (for this moment 5h+, 1 project finished). For post-processing we're using - Ps, AE, (Nuke sometimes) and PremierPro. Blender is excellent for hard surface stuff, and it is free. I have been getting pulled back into blender because I'm more familiar with it though. I've been seeing lots of cool stuff comming from Houdini and I know it is better than Blender at FX and simulation, I'm not trying to revive this debate. Nobody who follows this advice and learns Blender will ever even open Houdini at a later point in time. sculpting mostly, but blender has far to many problems for me to use it full time. Houdini and Blender aid in animation, simulation, and rigging, with their distinct set of tools. And Blender is just hobby/indie/freelance tool right now. Autodesk pill is way easier to swallow at the start of your career. I recently looked into other fire and smoke sim programs like embergen and Houdini. Texture it. Pick your poison learn the fundamentals. I mainly use Blender for modeling and Rendering but Houdini for just about everything else. Houdini is best at all FX and procedural things, blender is good at everything else, and still good at what houdini does with geometry nodes as well. That said, Blender does geometry nodes now, which are a very similar approach to Houdini, hence a need to think like a programmer. It's competing with Maya and Max. Blender is a bit cumbersome but has become increasingly good and there’s so many tutorials, plugins and resources that make it easier, I would recommend to keep learning blender and UE because their development is going crazy fast compared to C4D. Materials do not really transfer, and this is kinda universally true with going between 3D apps btw. As for learning houdini, there's good material in sidefx's site. The last point is upgradabilty and affordability, how big of a difference is there in peformance and responsiveness when using DDR4 with the 13900K vs using DDR5 ? I know that this will be the last generation for intel's current LGA socket, but it can truly be a bang for the buck if houdini doesnt take a big perfomance hit with DDR4 vs DDR5. I'd say Blender would replace Maya or 3dsMax, C4D more likely than Houdini though. Blender is a great starting point into the world that is 3D. Houdini on the other hand is somewhat like an IDE for CG, not as low-level as raw graphics library coding but not as high-level as Blender/C4D etc. 5, too many year ago to remember. It is gonna be more work to learn c4d than to just learn to render in houdini and more of a pain in the ass. Works well with other Autodesk platforms. There's nothing forcing you to learn it though, and geonodes can do a lot of things and will become more powerful - but be aware that Houdini is constantly getting updates, too. Karma is very promising. If nothing else then for the convenience of being all in one. obj. Blender wins, flawless victory. I know blender is totally free and always will be, except, I don't know if that's the case for Houdini. But shortly, here’s a small summary of the advantages/disadvantages of both: Houdini Blender vs Houdini: different tools for different work flows and scenarios. Swift Loop is a joke. That being said, Blender is easier to use for modelling and animation. Mix the two together and there is a great deal you can accomplish. They are catching up very rapidly, and intentionally going after houdini. That said, almost every client I've had over the last three years has implemented Houdini and/or Blender in some way or has completely switched over to one of them (mostly Houdini). Nov 25, 2022 · Houdini: Houdini is a bit expensive compared to Blender. blender might as well be MSpaint by comparison houdini’s a way steeper learning curve but it seriously pays off in a lot of ways, and the more complex and challenging work ends up being way easier in the long run with houdini. . Because I've seen in Houdini 19 reel, they are improving their tools and the biggest advantage of Houdini is procedural modeling, and Maya can also do procedural modeling but Houdini is very strong in all fields like VFX, modeling (procedural modeling), grooming, etc. Compare 3D software: Houdini vs Blender. I personally use blender with Zbrush and substance painter add in the Mixamo plug-in in blender and you can mass produce humanoid it will not come close to Houdini in a year or two. Hey everyone, Currently, I mainly use Blender for my personal/hobby/learning projects. But even with blenders terrifying potential I still choose to start learning Houdini itself because I think it's worth it and it is an absolute monster in all it's glory. Blender can also import/export basicially any formats of files. If you like arnold use it until karma gets an independent from solaris hydra delegate and is available outside houdini. Can't say much about Houdini, but both Gaea and World Creator are awesome, professional tools. Blender is pretty much the best 3D MODELING program out there. 2 people are getting a bit sick of the cost to entry in maya. Here's a video tutorial I made testing it out by making an erosion solver: Maya for example is a lot better for animation and simulation than Blender but Blender with addons like Hardops and boxctutter can be a lot better than Maya for hard surface modeling. Houdini is definitely good at procedural modeling but that’s like if you want something you can easily generate variations of…less good for one off things, then I use blender or CAD like Rhino for particular things but lately I’ve been using Substance Modeler and it’s a nice free alternative to Zbrush or 3Dcoat It started simple "Houdini just for Simulations" ok. I've used max for 10 years, and I switched to Blender because its free, and it feels (and is) modern compared to max. (Fusion/DaVinci) Color it. (Houdini but your render engine is really important) Comp it. 8, I would recommend a Houdini-Blender workflow, Houdini indie is insanely cheap for what it does and you can't beat the value of Blender. If you willing - TD is an old version of Houdini made especially for visuals. I’ve used Maya since version Alias 5. But was wondering overall, would this be a good program for VFX for film? I was considering diving into Houdini. I've been using Maya since 2012 and to me it feels like an old fashioned car from the 70s, that is sturdy but uncomfortable and often breaks down, while Blender feels like a new Japanese model with built in gps, blue tooth etc. 81, 2. Just wish Modo could handle the poly counts Houdini Houdini, like Nuke, is much closer to visual programming than other DCCs, so one thing I found helpful when learning Houdini was to also take an intro to programming course. I can see it shaping up in future versions but there is just so much jumping around to do what a two click operation achieves in modo. Now in Houdin it was all smooth sailing. I usually do hard surface, procedural design, vfx, photogrammetry processing, auto UV unwrapping, complex animations or simulations in Houdini, and simple modeling, texturing, texture/light baking, UV unwrapping for those bakes, simple key frame animation, exporting for gltf in Blender. Everything Nodes is the right way to update Blender. I'm planning of getting it bc in all the example projects I'm seen, the collision mesh looks like it would take over an hour to make by hand and the plug in is about what I make in an hour. Houdini has a steep learning curve. I'm biased towards houdini, but, but, blender has a camera tracker. If you are just testing. Feb 21, 2019 · Comparing Blender and Houdini, Houdini still remains the best now. i use blender cause it is free from time to time so i am just noob to it my plan is to learn animation on end of things ,, thing is friend have seat of student version of c4d that i can use too ,so wonder . Usually Houdini > Blender involves packing things up into an Alembic or VDB, and just opening that in Blender. Both are fun, but Houdini is a lot more capable and a lot faster at that. pushing points in both packages is the same, good topology is the same, blender has better sculpt tools than maya but worst sculpt tools than zbrush. Honestly, for game environment I think Blender is better because of the node system and the way you can easily iterate on math nodes mixed with procedural patterns an how quick cycles is compared to Arnold. The two aren't really comparable. The plug in does all the work for you and generates a custom mesh. Try both. Just tried Houdini recently and can say that it's beyond all limits. Cinema is super cool, but their price policy and stability are not giving me optimism. (Fusion, Krista, Substance, Houdini, Blender, Ps, Whatever it takes) Rig it. If you enjoy the technicalities and innards of CGI, and I mean REALLY enjoy, then Houdini is sort of your best bet. Houdini: Best for procedural simulations. I’ve been learning Blender. Houdini is the best Pyro Simulation and Procedual Generation program out there. But it will be hard to catch up with 25 years of development of Houdini - and Houdini was built for proceduralism from scratch, you can't just "tack" this on. Lately, I've been investing most of my time into learning Houdini, but I'm not sure if it would make sense to switch to it fully as a rendering/scene assembly tool for my small "hobby" projects, and use Blender only as a modeling to Were I in your shoes and setting up a pipeline for a small team. After that the same creator made a vex series called Vex Isn't Scary. with Axiom you can learn Pyro way faster and they have some amazing tutorials on their site for free :) Also their discord group is really good and full of helpful I was debating on rather to buy octane or use houdini 20 and karma can certainly be fast. Both Maya and Houdini are great software, as they are two of the most used when it comes to 3D Modeling. Houdini is awesome for Procedural Modeling, Dynamics and Mantra. You can find an examples of our work here on Reddit, or our other social resources. Huge user base. In both cases you can achieve satisfying results, Hey guys. Would you say it’s worth playing / learning in Houdini for fire sims? Or would you stick with mantaflow in blender. Mtlx is great. Maya's core premise is that of a destructive workflow, meaning that you click buttons to perform actions. Having the background in coding, Houdini will make sense to you and it will offer you a lot ways to implement your coding skills to enhance or control your work. As a Houdini instructor I would recommend starting with Blender first if you have no experience in 3D. Maya, fuck your stupid UI i hate it. As said by others, yes, a lot of studios use C4D. I'm looking to build a high-end PC for professional 3D work (Houdini, Maya, etc. My team’s USD-based pipeline would benefit from working within a single application. In fact, my entire point was that blender is not as good as houdini, but development efforts are specifically targeting houdinis niche and there is a lot of money, effort, and results clearly visible. Blender: Best free DCC. Blender is also free, so the company can actually try it first without any Blender vs Houdini. For solo projects it is very comfortable to use and it is a very handy tool to have in your desktop. Started seriously using it about 6months ago. Blender and Houdini are the most popular 3D software for the 3D industry. Hi, I’m not aware of the primary differences between houdini and blender and I am wondering if learning Houdini would benefit me. For feature updates and roadmaps, our reviewers preferred the direction of Blender over Houdini. 0 yet). I mean, I am always wondering who does Houdini as a hobby - I don't find it suitable for that. Also, as of now Blender has no official addon to even build a mesh around particles. For me Maya feels dated and clunky while Blender is a dream to use. Blender + Houdini. is it easy to animate things in c4d vs blender ? like blender have autor rig addon that easy up character rigging vs c4d Hi, our pipeline is based on Blender (modeling, mapping, shaiding, rendering, etc) and Houdini (VFX). I don’t think there is anything you can do in Blender (apart from sculpting) that you can’t do in Houdini (although somethings may be a fair bit quicker to do in Blender), there are things you can do in Houdini that you just can’t do in Blender. After your first job, learn Blender. Use in combination with a traditional DCC. Motion Builder: Best for motion capture data handling. Blender is probably more akin to Maya/3DS Max than Houdini. I've been using Blender for a few months, and now im about to start learning Houdini because people say that Houdini has better simulations. Blender is an alrounder, Houdini is a specialised software. C4d for motion graphics but often I’m finding myself getting more and more into Blender. If you wish to get into houdini start practicing with nodes (what they are and how they work) the newer builds even focus on geometric nodes which is a great intro into houdini as well. To all Houdini users out there, I've been a blender user for quite a while now and I'd say I can do professional work with it. I'm not even a 3D artist and I know this. The modelling in blender with modifiers vs maya history can be argued, maya better for animation and hair there’s no doubt there. Rendering a super simple constant shader sequence of animation in under 2 minutes if "render all in single process" in turned on. It is not beginner friendly and I would suggest taking a break from other learning for a while if you want to pick it up. But Blender isn't really competing with Houdini. But what is Houdini exactly? Houdini, often compared with Blender, especially in the Houdini vs Blender 2024 debates, excels in procedural modeling and is widely used in the VFX industry. Z-Brush: Best for detail modeling. I’m a graphic designer who likes to do 3d. If I started now from scratch, I would give myself advice to learn a blender + Houdini. E. How is this so? Is it that it is more realistic or is there a greater degree of control than regular ol Blender? Feb 19, 2021 · With the recent addition of Geometry Nodes, Blender is becoming more Houdini-like every day. It's slow, it's complex, it puts emphasize on studio workflows. 3 blender is working on being good enough and some studios are starting to drop maya. So far, karma render is beta version, but I heard production ready version is coming out of houdini 20. I upgraded from a 3070TI to a 4080 and I saw almost no performance boost in Blender. Blender while free can do amazing things. Zbrush is perfect for modeling organic forms such as people and animals. So try it out bit by Hey guys. Perhaps the speed and power of a new program (that isn't even 1. 0 lots of impressive updates. I don't use either for proper compositing so I won't comment there. Aug 16, 2024 · Known for its procedural generation capabilities, Houdini 3D software allows artists to create complex simulations and effects with unparalleled control. You might have figured out which one of them is the better option for you, but if you haven’t already, check out my friend’s comparison guide here. But then as time moved on, it became more and more appearent that Houdini and Blender are simply not compairable. g. The Cycles Engine in Blender enables realistically rendered views while also featuring real-time previewing along with HDR lighting, GPU and CPU rendering functions, and VR support. Then i tried houdini, and it handled the same scene in a few hours, being very conservative in memory usage. Where does Houdini stand when compared to the animation workflows in other software? (mainly Maya because I know all the industry professionals use it, but bonus points for blender because thats the software I know most about). In Maya, everything felt like a hassle creating, in Blender it feels so much easier. Plus all the fuckton of free addons to add even more files. Houdini is great for some simulation stuff but other than that I mostly use Houdini for tools based on procedural generation/modelling and for automation of different 3D related tasks. Many people are under the impression that Houdini is purely a VFX package that should only be used for simulations when that's simply not the case. At first glance World Creator might seem more intuitive, compering to Gaea's node base interface, but that's just a matter of personal preference. Arrimus 3d has recently started a series on Blender, he also has a gazillion tutorials on modeling content for games in 3DS Max so that might be something to help you Blender is full of other little quirks as well that often limit the usability of the data you get from simulations. you can do good stuff with it but houdini wins by light years. if you want to turn plane into sort of landscape shape in Houdini there's "Mountain" node for that meanwhile in Blender you would have to use like Houdini also integrates into UE and Labs has some very game focussed nodes. Blender has real-time rendering, and the upcoming Blender Apps feature would make it easier to present products to clients. I myself use blender for modeling, sculpting and rendering. Blender’s cycles is good enough, as far as I know the only thing that may hinder blender is light linking which is coming next update 3. Other than that - modelling, texturing, animation, effects etc are fundamental skills in CGI that one improves over time and is expected to be able to translate those skills I've been using blender for a year now and started with cinema about a month ago. The moment i noticed this was with this: This Asteroid was generated in Houdini and rendered in Blender. So while i am not a Houdini god, i would count myself as a very good Blender user. It is pretty slow at first, and understand that there are many things which are still more practical to do in Blender / Maya or any other standard DCC but this shouldn’t discourage you from continuing to learn Houdini. The maya forum is a weird place to ask for an unbiased opinion on this. Then I'll need to setup LPEs and utility AOVs for compositing. I have noticed that blender is really getting alot of the same features as Houdini recently. i use blender for a few things. Houdini shits all over everything else from a great height when it comes to proceduralism and FX. Blender suffers in the vfx department though and I’m not sure which facet of vfx you were referring to if it’s anything simulated related (water, explosions destruction etc), then get a helmet and learn Houdini(the helmet is to prevent a concussion when you start banging your head on the wall) it is a steep learning curve or at least it was IMO Houdini can model just as well if used right but I don't think that is its strength over Blender or any other DCCs! 😀 Its advantage over Blender is the ease of authoring pipelines as well as the ability to use VEX over visual scripting ( it's loosely based on C so it could be comfortable for programmers!) Most Nuke artist don't know Houdini because they haven't seen a need for it, but I think any Nuke artist that has used the 3D side of Nuke would be able to pick up Houdini easier than most people. Currently if money is an issue stick to karma. The things you can do in Houdini are incredible, I would recommend if you're a student or want to really spend time learning and mastering something that you go with Houdini. I used blender for like 10 years, love it. You might have already discarded those given that you didn’t mention them in your original message, but other folks in your same situation might find Look up mustard, he's made a custom rig ui and collision plug in. So in a way it's very useful but less flashy. It's very generalized into the many facets of the industry. If you plan to go into the CG industry as a non freelance, Houdini. However using Blender feels like a jump to the next century. 3dsmax is the industry standard in Architectural Visualization, and that's it. But blender refused to open the . Maya has better rigging and animation tools than blender. Curious if anybody here is well experienced in both and could give feedback on which software would be better to focus on. simple things like parameterized geometry that can actually be changed *after* it's created blender fails at, it also is just . Its a part of my open-source HDA library, I would love if you check it out :) Helllllll no. (Kinefx Houdini) Sim it. And so there was a big push to the Redshift team to implement Houdini and Redshift. I've used 3dsmax, maya, houdini and blender, and all i have to say about blender is that it is great and its getting better constantly and its doing that faster than ever. for light weight work it's fine, but heavy scenes forget it I switched to Houdini give or take a year ago. Axiom’s main product is a paid GPU accelerated Pyro solver plugin for Houdini and its waaay fast, if you run the free version of Houdini (apprentice) I believe Axiom is free . The concepts like stings, integers, floats, vectors, matrices, for-loops, etc are the same, and a big part of the power of Houdini is that you can manually make it so many r/Houdini • Hey guys, I made a SDF growth solver. Houdini is structured entirely differently, because it is a non-destructive workflow. It comes for free with houdini. But whatever you choose, Blenders has started being easier to implement in a pipeline with other software. Though Houdini's way is easier to understand, because it's built with nodes from the bottom up, where geometry nodes in Blender have to follow Blenders way of organizing things. Blender. Just try to sculpt with 100 million polygons in Blender, heck, try even 10 million polys, then you'll see why! I completely ditched Blender after 6 years for a Houdini, ZBrush, and Substance Painter workflow, the best decision of my professional life, way too many limitations with Blender! It is powerful and robust interesting interface and with 3. I would also suggest EmberGen for a very powerful entry into FX without having to click and wait like in pretty much every other package. But nowadays Houdini is the most used tool for VFX. Blender is just superior. Entagma has some great intermediary stuff too. Blenders sculpting also just about matches zbrush. Houdini works by dropping down "nodes", which perform a multitude of tasks. So then definitely redshift in my Yes, that's a step in the procedural direction. In general usability I coudln't recommend going back to Max in any shape or form. Personally, if I were to do vids like that, I'd use Houdini for the destruction, Blender for tracking and Natron for compositing - for fun hobby projects. Welcome to reddit's home for discussion of the Canon EF, EF-S, EF-M, and RF Mount interchangeable lens DSLR and Mirrorless cameras, and occasionally their point-and-shoot cousins. Resolve also has a great free version you should try first. In the last update I managed to fix collisions and add example files. You also often will see combination of Maya and Houdini, but if it's Max then Houdini becomes unnecessary since Max can handle most if not all of the VFX only in far more destructive workflow. I already have paid in for Trapcode and was wondering the benefits of C4D with Redshift over Blender with Cycles. My trial for embergen is up and I know Houdini has a free version for hobbyists. really slow, it doesn't handle millions of polygons very well, or transforming them. I'm not a fanboy of Houdini, I like both but I'm a little bit confused about I may be a bit biased for blender, but I highly recommend it more than houdini. There are a lot more professional Blender users than people realize. Houdini is an incredible procedural tool that excels at simulation and visual effects. VFX is not about learning the software. Thanks in advance! Now i am making decent money and looking at better software cause Blender has been a headache in useability After effects has been more stable. (DaVinci) Export it. Houdini is the infinitely deep toolbox that will let you build cinema quality simulations if you can figure out how to use it well enough. 4 studios who used to do only graphic design and now are starting to switch to 3d will only Blender has insane features for ease of use, you can use it to model, sculpt, video edit, 2d animate, so much more, all for free. ), most likely with an i9-13900K, RTX 4090 and 128GB RAM, but I can't decide whether it is worth going for DDR5 for this type of workload. In my case I was a Modo/ Blender user guy and it was very hard to tolerate modeling in Maya. 82 and so on, with the implementation of Mantaflow (better Fluid and Smoke Simulator) in Blender, most people will choose Blender as their own 3d software. 6, even tho I would prefer karma xpu over cycles because is seems to be faster I just don’t think the Solaris/USD environment suits me. If you plan to Simulate a lot, Houdini. Going this path will save you a lot of frustration. Cinema 4D: Best for motion graphics. Houdini is actually really hard to learn as a beginner, while blender's new update made it easier to use. Perhaps it doesn’t matter what you use anymore. I’m fairly new to the more in depth aspects of VFX. Regarding motion graphics, Cinema4D seems to be a popular choice as well. They have a lot of amazing tools for 3D pipeline modeling, animation, rigging, compositing, simulation, and rendering,… However, they also possess many differences. Blender and Resolve / Fusion are for different purposes with little overlap. And seeing where it’s going with Geometry Nodes and Modeling, I figured I may just stick with Blender and use Embergen for simulations. I use both. Every step of this is it's own world so have fun and see what happens. iygu iyywel ypklbd ijqhsm orvqfc rkplq eoj jcbe yxsr teobtknkp