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Found 43 results

  1. Hello everyone, I have recently wrote an inhouse python plug-in in c++ for houdini. H2A is a custom plug-in to export houdini geometry in arnold ass file format to be able to load in mtoa, htoa or c4dtoa. This plug-in exports almost every geometry type to arnold i.e. points, polygons and curves. You can compile or grab the compiled plug-in from: https://github.com/sergeneren/anima/tree/master/anima/render/arnold/H2A P.s. please excuse my sloppy c style
  2. Hi guys. Is there anyone here who is rendering crowds from H in Arnold? Arnold doesn't support packed primitives, so: I'm trying to figure out how to leverage instancing at Rendertime in Arnold so that rendering really big datasets(hair, cloth included) is possible. Are there any smart ways/workflows to go about this?
  3. TRIXTER Munich is currently looking for experienced Lighting & Look Dev artists. Location: Trixter Munich or Berlin Project: various projects -> feature film, tv series, etc Type of contract: Freelance (on-site) Responsibilities - Lighting and rendering a broad range of high-class shots, from photo realistic visual effects to full CG animation - Look Development of CG characters, props, sets and VFX elements - Additional tasks include preparation of on-set captured data (HDRIs) and creating pre-comps in Nuke - Develop visual solutions for specific effects - Realizing the artistic vision of the VFX Supervisor with possible guidance from the CG Supervisor and Lighting Lead - Consistently delivering shots that are creatively and technically excellent Requirements - Strong Artistic background - Minimum of 3 years feature film or equivalent high-res (2K) experience - Expert knowledge in Katana, Maya and Arnold - Proven in-depth experience in lighting, shading and rendering within a physically based renderer - Basic Nuke knowledge - Solid Linux / Terminal knowledge - Great communication and problem solving skills - Ability to work well within a team - Good English language skills Due to the immediate need of our current project, we are only able to consider applicants who are already eligible to work in Europe. We are very much looking forward to receiving your application! Please send us your CV, the earliest commencement date , demo reel and daily rate to laila.sleiman@trixter.de.
  4. Hi all I need help with Arnold for Houdini installation I have this problem , Please find it in the attached file <<< Traceback (most recent call last): File "arnold_light", line 6, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\objecttoolutils.py", line 482, in genericCameraLightTool camlight = genericTool(scriptargs, nodetypename, nodename, clicktoplace) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\toolutils.py", line 1251, in new_func return function(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\objecttoolutils.py", line 441, in genericTool exact_node_type = exact_node_type) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\objecttoolutils.py", line 379, in genericObjNodeGeneratorTool exact_node_type ) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\objecttoolutils.py", line 320, in createObjNode exact_type_name = exact_node_type) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\houpythonportion.py", line 1287, in decorator return func(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\hou.py", line 6585, in createNode return _hou.Node_createNode(*args, **kwargs) MatchDefinitionError: Failed to match node type definition. Error: Bad node type found: arnold_vopnet in /obj/arnold_light1/shopnet. Bad node type found: arnold_light in /obj/arnold_light1/shopnet/arnold_vopnet. Warning: Ignoring data for locked node: arnold_light1/shopnet/arnold_vopnet/OUT_light Ignoring data for locked node: arnold_light1/shopnet/arnold_vopnet/OUT_light Ignoring data for locked node: arnold_light1/shopnet/arnold_vopnet/OUT_light >>> Thanks Salah
  5. When I add one arnold light in the scenes,some erro message attack,I can not understand what is wrong?please give me a help,thanks! Traceback (most recent call last): File “opdefObject/arnold_light?PythonModule”, line 1, in <module> File “CUsers/Administrator/htoa/htoa-2.0.0_r240c4dd_houdini-16.0.557/htoa-2.0.0_r240c4dd_houdini-16.0.557/scripts/python\htoa\ipr.py”, line 15, in <module> import psutil File “CUsers/Administrator/htoa/htoa-2.0.0_r240c4dd_houdini-16.0.557/htoa-2.0.0_r240c4dd_houdini-16.0.557\python2.7libs\psutil\__init__.py”, line 113, in <module> from . import _pswindows as _psplatform File “CUsers/Administrator/htoa/htoa-2.0.0_r240c4dd_houdini-16.0.557/htoa-2.0.0_r240c4dd_houdini-16.0.557\python2.7libs\psutil\_pswindows.py”, line 14, in <module> from . import _psutil_windows as cext ImportError: DLL load failed: Houdini 16.0.600 arnold 2.0.0
  6. Hello! I am trying to create a shader with the Arnold VOP network that is comparable to the ocean volume mantra creates when the ocean toolkit is used. I have Arnold experience, but am having a hard time finding resources related to rendering volumes with Arnold (that are free, I'm a student on a budget). Any help would be appreciated, thank you!
  7. hi, i am currently new to houdini and have been using arnold so far. Currently i am trying to build a procedural texture and have been using ambient occlusion as mask extensively and was happy with the result. However when i render it with animation, the objects move around and so the ambient occlusion mask moves as well for every frame. is there any way i could bake the ambient occlusion mask as a static mask? or stop ambient occlusion from recalculating every frame? the geo consist of a huge polygon with many sections being animated that has already been unwrapped with uvs. would really appreciate any help thx.
  8. Hey guys. Anyone know how can I import houdini particles in Cinema 4d to render them with Arnold. I did export .ass files already, but just can\t find a way to import them in to C4D. I`m new to Arnold, so trying to figure out how everything works. Main animation and scene is C4D, and I do only some flip and pyro in houdini. Thanks
  9. Hi All I have trouble is how to render Volume Z-depth in arnold ,Beacuse i want render cloud ,But the default function Aov (Z) not work. anybody know? Thanks
  10. Hello Everyone, I'm offering a 25% discount on the "volume rendering using houdini and arnold" tutorial. The techniques demonstrated in this course are 100% applicable to Houdini 16 and to the latest arnold version and to volume rendering using arnold in maya, cinema 4D and or xsi. Preview: Same techniques used to render these volumes: Get it now: http://www.cgcircuit.com/course/volume-rendering-using-houdini--arnold?affid=e245f471eae8980461f2286ce070ff396d6ffc54930aad03cf3d811923ff74900aff8e3de73a75c248b4ff557c8d5f8b12788af79c176c15116b82b6fabc2310 Enjoy!
  11. Hello All, I have scoured Solid Angle and Thinkbox support for answers to how to setup Deadline to generate ASS files to render them on Deadline farm. When I try to get Deadline to generate both, it fails out miserably. When I generate the ASS files locally (with VDBs correctly pathed) I get the error: [ass] line 76: /obj/FIRE:volume.shader: unresolved reference to '/obj/FIRE/shopnet/arnold_vopnet/volume_collector2' Unfortunately, I can't upload project file for active show, but any links or tips would be greatly appreciated. Thank you
  12. Hi all, new to this forum, I'm posting something I tried to get help in other forums with no much luck. Maybe here someone has some info about it. Thanks in advance.I'm starting to use Houdini migrating from Maya. Along with a ton of questions and things to learn, I'm looking for help on how to pass the skin UVs into a fur system, using the Arnold Hair shader. There is a UV tab with U Parameter and V Parameter to call, but I couldn't figure out what to get there. I've seen a few tutorials doing so in Mantra which look straight forward, but not in Arnold for me.Thanks
  13. Hi guys! I recently work on this test of Pyro dust . i will try to do more soon. I used Arnold to render and pyroclastic method for the sim with scattered points for divergence. Render time about 15 hours on my machine... Can i have our feedback and advices. Cheers https://vimeo.com/206276685
  14. Hello Everyone, This is a fairly long introduction to Arnold in Houdini.
  15. Hey, I need to render with objectsID AOV, with Arnold, and I'm failing miserably :/ In the AOVs liste, there's an ID aov, but can't make it work. So I looked into Cryptomatte since I'm using ALshaders. I can't find info about how to use it, just a tutorial for maya on anderslanglands.com, where it seems simple (just enable crypto_object and crypto_material). But there's no such things in Houdini :/ All I can see about cryptomatte is in the shader nodes, there's an AOV tab with confusing things... Can you help ?
  16. Hi, I'm trying to render with objectID aov in Arnold. I haven't used AOVs yet, so I'm a bit confused and the arnold doc is very meeeh about that. Do I have to make shaders for the aovs ? How do I set an ID to an object, or a group ? I'm still trying out ... but any info would be great.
  17. Hope someone came across this: trying to use a deep exr generated in another package to hold out volumetrics rendered in Arnold. Lacking a global option I was hoping to be able to read it into my shader (possibly through a similar shadow() call of the old Prman/Mantra trick or comparing Rl with deep samples) but so far no luck on even reading a deep exr. Anyone came across this before? Thanks, Andras
  18. Trying out Arnold for the first time in Houdini and can't seem to find a way to render in the background.? The only button on the Arnold node is "Render to disk". I've searched the Arnold docs, and this forum and can't find anything relating to this. Anyone know how to get the same functionality as in the mantra render node that has the "Render to disk in Background" button.? I'm sure it's something simple, but can't find a button anywhere on the Arnold node to allow this. Thanks for any info E.
  19. Similar to the H14 workflow of hitting X on the currently selected node in any vop context to create a visualizer node, I want to do the same but connect the currently selected node to the compute lighting Ce output (or a bind export node set ot Ce but that can throw errors) to quickly visualize the color data of the map I am working on without having to do expensive shader calculations. The visualize node is great when working with Cd in SOPS but does not return the same functionality in shaders This is a default hotkey in arnold for C4D, its like alt+w+v or something. I'm sure there is a way to do this with a python script attached to a hotkey. Any ideas?
  20. Hi guys, I'm testing Arnold for Houdini and I noticed that mesh light doesn't work in any condition. So do you think there is a way to recreate a mesh light with Arnold light shader? Thank you
  21. Hello Houdini's and Arny's Sorry my company uses windows . Could you please help me, I try to set up the port for HtoA to look for a solidangle_LICENCE and what ever I do inside Houdini my environment variables are ignored or overwritten. (Please see the image attached) I would be very grateful if someone here could point me into the right direction of setting this variable for good. Thank You very much in advance, Burns htoa_license_diagnostics.txt
  22. Hello, I have posted blog post explaining some concepts of volume displacement and how to do it with Arnold (in Houdini but possibly in other packages supporting Arnold as well). link Hope somebody will find it useful. Juraj
  23. Hi everyone, I seeking workflow tips to render characters separately from the environment but still have all the interactions such as reflections, shadows and so forth in both layers. Any tips and ideas would be much appreciated as I'm working on a project which would benefit greatly from this technique in comp. Thanks in advance.
  24. Has anyone successfully installed Houdini indie 15.5 and then configured Arnold HtoA 1.11.2.
  25. This might be a stupid question but I'm wondering what - if any - renderers use previous frame data for precalculation of the current frame? And as I suspect the first question is going to be "Why would you want that?" and it's in regard to estimating sequence render times - something you can't really do based on the first N frames, unless you have a quite unchanging scene.