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Found 46 results

  1. I have downloaded from solidangle demo of Arnold for my Houdini 15.5.717 and did everything like on the website and I dont have arnold options, nodes in my Houdini... Someone had something similar? I have correct paths in my enviroment like: PATH = "C:/UsersXXX/htoa/htoa-2.0.0_r240c4dd_houdini-15.5.717/htoa-2.0.0_r240c4dd_houdini-15.5.717/scripts/bin;$PATH" HOUDINI_PATH = "C:\Users\XXX\htoa\htoa-2.0.0_r240c4dd_houdini-15.5.717\htoa-2.0.0_r240c4dd_houdini-15.5.717;&"
  2. Hello friends, I was using Arnold for a long time while also playing with Mantra, but until now I never really had a time to dive deep to Mantra. The thing I really adore about Arnold is that in its settings it has this beatiful "Samples calculator". It seems just like a small detail but in my personal experience it was a great help for optimizing heavy renders. So few weeks ago I decided that I would try to create some similar calculator for Mantra. At first I implemented it by Arnold example which works like this (I'm not 100% sure with the equations but in my tests they work ): Camera (AA) Samples = pow(Camera (AA) samples parameter, 2) Diffuse Samples (Min) = pow(Camera (AA) samples parameter, 2) * pow(Diffuse samples parameter, 2) Diffuse Samples (Max) = pow(Camera (AA) samples parameter, 2) * pow(Diffuse samples parameter, 2) + (Diffuse depth parameter - 1) * pow(Camera (AA) samples parameter, 2) Specular Samples (Min) = pow(Camera (AA) samples parameter, 2) * pow(Specular samples parameter, 2) Specular Samples (Max) = pow(Camera (AA) samples parameter, 2) * pow(Specular samples parameter, 2) + (Specular depth parameter - 1) * pow(Camera (AA) samples parameter, 2) Transmission Samples (Min) = pow(Camera (AA) samples parameter, 2) * pow(Transmission samples parameter, 2) Transmission Samples (Max) = pow(Camera (AA) samples parameter, 2) * pow(Transmission samples parameter, 2) + (Transmission depth parameter - 1) * pow(Camera (AA) samples parameter, 2) Total (No lights) Samples (Min) = Sum of all min samples above Total (No lights) Samples (Max) = Sum of all max samples above But soon I realized that Mantra does not work this way. (Well yes, it was silly to think it works the same way ). So after reading a lot about how sampling works in Mantra and talking to my friends I came up with this calculator: ray_count_calculator.hdanc Which counts ray count like this: Camera Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) Camera Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) Diffuse Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Diffuse samples parameter * Global multiplier parameter * Min ray samples parameter Diffuse Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Diffuse samples parameter * Global multiplier parameter * Max ray samples parameter Reflection Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Reflection samples parameter * Global multiplier parameter * Min ray samples parameter Reflection Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Reflection samples parameter * Global multiplier parameter * Max ray samples parameter Refraction Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Refraction samples parameter * Global multiplier parameter * Min ray samples parameter Refraction Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Refraction samples parameter * Global multiplier parameter * Max ray samples parameter Total (No lights) Samples (Min) = Sum of all min samples above Total (No lights) Samples (Max) = Sum of all max samples above While using premise that these parameters in Arnold and Mantra influence the same things: Arnold Camera Samples = Mantra Pixel Samples Arnold Diffuse Samples = Mantra Diffuse Quality Arnold Specular Samples = Mantra Reflection Quality Arnold Transmission Samples = Mantra Refraction Quality Arnold SSS Samples = Mantra SSS Quality But there is a catch: In Arnold if you set Diffuse Samples to 0 you will get black diffuse indirect pass In Arnold if you set Specular Samples to 0 you will get black specular indirect pass In Mantra if you set Diffuse Quality to 0 you still get samples in diffuse indirect pass In Mantra if you set Reflection Quality to 0 you still get samples in reflection indirect pass So I think we can be sure that Mantra pixel samples fire also diff/refl/refr/sss samples - so when having diff/refl/refr/sss parameters set to 0, their corresponding rays cant be 0 (but I really don't know and can't find out how much of them is fired) Also pay attention to the clamping of pixel samples - in my tests pixel samples parameters were always clamped like this: clamp(Pixel samples parameter, 1, ∞) - when using values lower than 1 the result was always the same as when using 1 This catch made my calculator useless It seems that Mantra fires all kinds of rays even when using pixel samples only while Arnold does not. I personally did not expect this behavior and as far as I know it is even not documented. (Or at least I could not find it). I spent few days trying to figure out how these parameters could relate to each other but I did not find any good solution. So in my frustration I decided that it would be probably better to ask you guys if you did not try to create some calculator like this before or to find out how all Mantra parameters relate to each other I think it would be a great help for all Mantra users to find out how Mantra works "under the hood" Thank you very much for any advice and have a nice day.
  3. Made this little motion graphics intro with Houdini and C4D, rendered in Cinema 4d with Arnold
  4. Arnold, houdini, ocean

    Hi I`m trying to render ocean surface with Arnold in Houdini. But I just can\t get the transparency to work. In maya there`s checkbox Opaque for the render grid. I can`t seem to find it in Houdini. Thanks in advance Janis
  5. HtoA.Baking textures?

    Hi all! Are there any variants for baking the texture in Houdini with Arnold? I can't find any solution how to do that.(
  6. Terrain Building in Houdini

    Hello Everyone, This training is will cover the new height field tools introduced in Houdini 16. The training comprises of 5 projects that will cover techniques to create a variety of terrains. Over the course of the projects the videos will cover a majority of the heightfield tools such as noise, pattern, mask by feature, heightfield layer, erode, heightfield wrangle etc. The training is available for Redshift, Arnold, Octane and Mantra. For more information kindly click on the link given below http://www.rohandalvi.net/terrains
  7. 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
  8. Crowd Rendering in Arnold

    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?
  9. 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!
  10. 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.
  11. Arnold to Cinema4D

    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
  12. 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
  13. 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!
  14. 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
  15. 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
  16. Houdini Pyro - Dust Storm

    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
  17. Introduction to Arnold

    Hello Everyone, This is a fairly long introduction to Arnold in Houdini.
  18. 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 ?
  19. Arnold objectID

    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.
  20. Deep holdouts in Arnold (HtoA)

    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
  21. 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.
  22. 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?
  23. 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
  24. 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
  25. 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
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