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About malexander

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    Houdini Master
  • Birthday 03/06/1974

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  • Website URL sidefx.com

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  • Name Mark Alexander
  1. There's also Ce (emission color), Ca (ambient color), and Cs (specular color). Only Cd is supported by the viewport, though. For the principled shader, Cd is considered the base color (PBR rules).
  2. The menu item does work for me - What desktop are you using, or is it a custom desk?
  3. The easiest way to do this is to click on the arrows in the middle of the split bar:
  4. No, you pretty much can't do this at the moment. Large angle FOV projections will severely mangle geometry with large triangles, so it'd have to render to a cubemap, then sample from there into a regular 2D image using a lens shader. I don't think that you could accomplish this with the HDK right now. You could render a cubemap with the GL ROP in 16.0 and post-process that, though.
  5. If they ran the test with the CPU-CL driver, I'd expect the 1800X to slightly edge out the 1700X. But even then, it'd be "roughly the same" in that you as a user wouldn't notice the difference unless you were sitting there with a stopwatch
  6. When you're simming or rendering, you'll notice those extra two cores. If you do that a lot, 400eu will pay for itself in a short fraction of the CPU's lifetime.
  7. On a 32" 4K you could also try Large UI Size, if you find High DPI is too large.
  8. Yep, you could run a bunch of them in 16x mode, and have some lanes leftover to access a couple of PCI-Ex-based SSDs for large datasets. This is particularly important as AMD GPUs now have virtual addressing which could target the data on SSDs directly (though I'm unsure if that's currently supported for external SSDs, or just the TB one built in to the new Radeon Pro SSG cards). Usually there's a few lanes taken up by ethernet, the chipset, and slow storage as well, so 40 can go really quick.
  9. Looking at the consumer chips, they have a dual DDR4 interface which is faster than the 4-core Haswell and lower Intel GPUs (~43GB/s vs. 25GB/s) but slower that the newer SkyLake+ CPUs (50+GB/s). The quad-channel socket 2011 and Xeon chips leave them in the dust at 75+GB/s. That could be a potential bottleneck for very large sims which require a lot of mem bandwidth. I think this is probably the weak link in the Ryzen design. A 16 thread CPU requires a lot of memory bandwidth, and it could be starved by a dual channel interface. The server chip doesn't have this limitation, but it also takes a clockspeed hit.
  10. While it's great that AMD is competing again, going for a Zen-based chip is more of a cost decision than a performance one. Hopefully it'll put pressure on Intel to drop prices a bit over the long haul.
  11. Should be fixed now in 16.0.555. Rookie mistake :-/
  12. In H16 we finally dropped the requirement that C and A must exist regardless of the actual file contents. This is good in a lot of cases (why create C and A when an EXR contains only Pz) and was pushed by the Terrain project. It was also the original intent of COPs, so I'm glad that this change finally happened. Unfortunately, due to the fact that this restriction has been in place for a dozen versions or so, a few cases that expect A to exist have now broken, the lumakey and chromakey among them.
  13. It wasn't loading the reflection map size properly from the display options save file. As of build 552, set it to 512 and Save as Defaults again, and it should be good to go.
  14. Yes, you need a light in order for HQ lighting to engage. 16x16 seems like an awfully low setting though, not sure why it'd be set to that.
  15. Reflections requires HQ Lighting, Reflections enabled, and a material with the GL reflect parm/tag set to a value greater than the minimum reflect display option. As of build 550, Metallic will be used if the GL reflect parm isn't found, so Principled shaders will work out of the box for metallic objects. It works by removing the reflective object and rendering a cubemap of the scene at the objects origin using normal quality rendering. As such it can't do self reflection or multibounce reflection between two reflective objects. There is also some minor distortion at the edges of the reflective object for geometry that's far away from the origin. It seemed pretty stable when I tried it, so if you have a case that's not working please submit a bug.