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About Jason

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    King Tapir
  • Birthday 01/07/1972

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  • Name Jason
  1. I would say some huge studios are spinning up some departments upon some scope of work on Redshift. Most huge studios have thousands of headless blades in their render farm and far fewer with matching GPU resources. Software rendering will be around for years to come. Switching renderers is not trivial for for large, established pipelines for very many reasons. That said, Redshift does a great job. It's not nearly as flexible, broad and pipelineable (from Houdini) as Mantra, but produces good images, fast.
  2. These are seriously very cool experiments to watch. Thanks for these!
  3. Interesting little study on 'wrinkles' vs 'waves' over medium of varying viscosity, from a geeky blog with one of the best names! http://fuckyeahfluiddynamics.tumblr.com/post/157782397936/if-youve-ever-sat-out-on-a-lake-and-just-watched
  4. Houdini 16.0.535 Show VDB Voxel Size even in non-verbose mode to match H15.5 info. Well done!
  5. ... Except for the kitchen sink nodes: Facet and Divide. The functions in these nodes are so undiscoverable, IMHO. I would still live a true Tesselate function, and a Dice function (based on Mantra's dicing, adhering to the Measurer strategy).
  6. This sounds like an oversight (bug)
  7. That's pretty impressive - the results look pretty good. Perhaps you could consider uploading that to Orbolt?
  8. This is along the lines of the 'it' catalog from PrMan - and something I've been wanting to script for years; but unfortunately the hscript or python support in MPlay does not expose a Save function.
  9. These images are beautiful; please keep sharing!
  10. FWIW, we've found an overall benefit for Mantra/VRay renders which is the vast majority of processes on the farm. Fluid sims we're not so sure. Cloth/FEM/Hair sims, depending on the solver it can hurt performance. Many solvers like this are not easily threaded so if a thread lands on a virtual core, it'll degrade overall performance. Some solvers try to use Affinity to favor physical cores but this can result in issues if you're trying to run more than one sim (from different sessions) on the box at the same time. So - hyperthread your farm and your comp, lighting and FX artists. Don't hyperthread CFX/TechAnm people.
  11. Looks great! Well done!
  12. I love this post! Seems like this should be on wikipedia or something...
  13. There may be a formatting error or perhaps a misspelled attribute name or type or something; make sure it's a primitive or detail attribute. If you experiment getting the Material SOP to create you stylesheet attributes (there is a toggle on that SOP), examine it's being formatted, classed, etc there, and mimic it.
  14. We've experimented lightly with it; but nothing serious yet. Chaos have stated they consider it 95% complete, but would like to hear of any areas they should focus on to make it truly useful. They're always quite responsive, so make your voice heard on the Issues page on GitHub there
  15. A little off-topic, but for some reason I got reminded of a very old thread here on odforce. What you do in the newer render hook framework is no doubt far more powerful, but I thought there was some nice near-realtime NPR here.