I am somewhat experienced 3D artist who likes to explore all the different CG related software, and I decided to give Houdini a try. I would like to create this thread where I will be posting things that I find counter-intuitive for new users, along with suggestions on how to fix these issues so that Houdini learning curve is not so steep for new users.
I would like to start with 3 weird things that I immediately noticed.
1, Viewport background color:
It's rather embarrassing for a software that's been on the market for over 20 years to not have an option to simply change viewport background color. Having an option to dig deep into software folders and edit configuration files does not really cut it. Not everyone likes this “by programmers for programmers” design decision where you are told that you can tinker with everything but you need to go extra mile to do that.
When you launch Houdini for the first time you are greeted by somewhat messy, but relatively professionally skinned user interface and a super bright, noon on the Sahara desert themed viewport background, which feels like getting stabbed by a knife right in the eye. Yes, you have an option to swap to pitch black hole theme, but that doesn't really help either. I personally like to have my user interface looking nice, clean and uniform, and I am sure majority of the people do to. Therefore, ability to have control over viewport background is essential.
Solution: Simply add viewport background color option to preferences.
2. Environment light gizmo
So you open Houdini a proceed to try to make the simplest test scene, sphere on a plane lit by an HDRI. You go to the lights shelf, and drop in environment light, when you notice that your environment light is tilted? Who would want HDRI tilted by default? So you immediately delete it under impression that you accidentally moved the gizmo during creation, and proceed to create a new one from scratch. It's tilted again!
So I decided to ignore it for the moment, plug in HDRI map, and render, just to notice that my HDRI is not tilted. The confusion grew further as I started interactive render session and noticed that the gizmo orientation does not affect HDRI orientation in any way.
Why? Why would you confuse users so much? Why would the environment light come by default with a gizmo that not only immediately implies some sort of specific orientation, but also has no effect on the actual environment light orientation? Why doesn't environment light have regular, dome or sphere shaped gizmo.
Solution: Change environment light gizmo to something self-explanatory and non-confusing.
3. Renderers
Houdini by default comes with 4 (5) rendering engines that are presented as equally important. Official documentation does not do very good job at explaining which is good at what. Only after some amount of googling one arrives to a conclusion that PBR is probably the best one, yet it defaults to ray tracing.
What adds to the confusion is having “ray tracing” option in the same dropdown as “Physically based rendering”, implying that the PBR does not utilize raytracing, and that user has to make a choice between raytracing and rendering with PBR.
There should be at least some basic clarification about in which practical exemplar use cases it pays off to choose micropolygons instead of raytracing.
Solution:
Ideally deprecate Ray Tracing renderer and replace it with modern PBR only. Remove micropolygons as a rendering engine choice and instead introduce it in a form of checkbox “Render using micropolygons”. Remove Photon Map Generation option as a renderer choice and replace with a checkbox “Generate Photon Map only”
This way, you will end up with only single renderer, and the confusion is gone. Users then have simple option to make this single renderer render through micropolygonal rasterization.
It seems to me that ray tracing renderer is there only for legacy compatibility with older shaders based on light loops. This architecture turned out to be very inefficient, and proved to be demise for Mental Ray renderer. No need to follow the same path with Houdini.
I will be adding more things as I find them.
