Found some time to put it to render. Intentionally for exercise, everything is rendered in one go, including volume, hair, subsurface scattering, sand... even 'depth fog' is 'real' one, not just fading along depth. Original is 2560 x 1280, this took around two hours on my home toy, i5 quad core with 16 gigs of memory.
To stay at 'preferably positive attitude'

, just to say something about unique good sides of H, possible for everyone:
- behavior of '3d compositing' app. As people already know, H is able to take 3d models as 'footage', directly from HDD. In case of own bgeo format, this includes the baked custom attributes. This scene is actually an assembly of dozen or two of small scenes. Half of them from Houdini, like terrain generators, scene for simulating the hair, so on. SI part is bunch of geometry snapshots. For transfer from SI, I've used a 'bad old' obj format, sometimes two or more obj files with matched topology, but deformed by ICE to fit the point position onto custom attribute, for transferring the additional stuff, like point colors or markers for hard edges. while H could take just a part of FBX scene, including hard edges and such, my ancient SI version is not great with exporting this. Plain obj is also more compact, somehow easier for quick changes.
All in all, when became familiar with pattern, also became motivated to add more and more, change this or that quickly.
- copy paste between sessions. Exactly, select node, copy, close scene, open new scene, paste the node. Softimage ICE can do this, too, but because of 'everything nodal' in H, it's possible to copy the complete, very complex networks, together with all geo references. If some assigned material is omitted, still it's possible to copy later, it will just fit. Generally, this allows me in one - band environment, to *do not* bother with administrating the custom libraries and assets. Last scene of same sort is last version, that's it.
- node ergonomics, like easy inserting the new node into middle of network, RMB as menu call for new connected node. Remembering of connections of copied node, so pasted node automatically connects to appropriate neighbors, if possible. And more...
From another nice things, found Mantra shading system as one of best balanced on planet, when it comes to 'unusual' things. Hair and volume takes it's time to render, of course, but difference is much smaller than in 'one non AD app, advertised these days'

. Didn't felt the need to go anywhere further of built in surface, hair and volume models. Found volumes much faster to render in case of complete shape, described only by voxels and procedural textures applied via volume VOPs. Sand or 'point rendering' is generally cheap, at some point had literally everything covered with sand

.
Let's call it, passes system, is more fluidal than SI, allowing to somehow replace the SI render region functionality. While render is intentionally 'one go', had a bunch of different ROPs just for previewing the particulars things.
By the way, have plans to do this with different lighting, for example with some dramatic volumes, hope I'll find the time for this, soon.
