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mangi

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mangi last won the day on March 4 2019

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About mangi

  • Birthday 04/10/1964

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  • Name
    Mike
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    SPAIN (Native Californian USA)

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  1. some one has asked something similar, Not really sure if you are exporting to another app ?? https://www.sidefx.com/forum/topic/55208/?page=1#post-270438 what are you trying to do with the alembic ? if I amy ask , just currious Mangi
  2. your lighting and render settings looks like the temperature settings are not okay if you up the scene maybe someone can tweak it. m what houdini version
  3. Hi George, It should be simple to play back any simulation , exporting bgeo or using Sim cacha from the Autodop network. I can not figure out what you are having Issues with by just your explanations. Her are some snap shots, Are your using the expresion $F with your bgeo sequence. It would be much easier if there where a scene like yours or a simple version to see exactly what you have. Cheers , but this should be a simple thing.
  4. Hi, I have 32 RAM aswell. I was helping a person here on ODFORCE with some "ARNOLD" render options etc... Ya that was no able to move in the view port etc... So for me what I did was ROP output the sim to a bgeo sequence. And the loaded it back in with the File node. Also if you export Deleting some attribute that you don´t need the bgeo file size will decrease considerably. However. this is only for viewing purposes. then if you need to tweak etc.. just do the same but manually delete the files. You make another process . Okay it´s just a suggestion okay. I would not consider this something but a PATCH to do something due to the fact that you are experiencing a lack of RAM , Cheers Mangi
  5. Hi, It`s kind of late here in Madrid 1.00 am. I just did a little test to see if you can use an object in the viewport that would be able to move the LIGHTBlocker MAtrix values by using copy relative referances. Well it actuall did, You can then make the object in the view port Not renderable in the Arnold Properties, etc... Like I said it is late now so I can not make a full example, But hay, the idea is this... Good Night Mangi ArnoldLightBlockerTest_LOCATOR.hip
  6. Hi Sumit, about your question? "see light blocker on view-port and not able to translate it as well" Translate: inside the Arnold vopnet https://docs.arnoldrenderer.com/display/A5AFHUG/Light+Blocker
  7. Hi, Just going over this documentation: pretty kool... What is Sampling? https://docs.arnoldrenderer.com/pages/viewpage.action?pageId=38830535 Removing Noise Workflow https://docs.arnoldrenderer.com/display/A5AFHUG/Removing+Noise+Workflow
  8. Kool Marco, I am not really sure if in HTOA 16 has the both Standard Shaders. But the both versions on arnold are the same in the both houdini 16 & 17. Just look and see if it is like this: "STANDARD" Still testing, was able to get GI SKYDOME & Direct LIGHT Spec and Diffuse , with no flicker and really low samples. But the test is with just a few GRAINS. I did notice as you make things smaller it will produce the flicker.. Arnold RENDER POINTS and has a Size . Kool Marco GI_Spec_NO_flicker.mov
  9. HI, Here Is a Talk from sidefx. https://www.sidefx.com/learn/talks/ It explain the evolution : Mangi
  10. Hi, Excuse my lateness on this reply. "COMPUTER BLOW UP" that window "BSoD" Blue screen. Anyway back to the testing. I made another scene, yours was from version 16, I am on 17 "HOUDINI" you mentioned this I know. OBSERVATION: The Arnold Standard Shader in your file is depreciate, You can use it but, there is a new Standar Shader. They keep that shader so you can load your earlier project. It was really hard to do test with your sim etc.... 1000000 plus points, older shaders etc.. sim size etc.. etc... About the flickering in your Arnold Setup. Skydome light and Distant light. This test, I used solid color white: in the skydome. I did not have your HDRI file, so some that I used would not really serve the real situaltion, ok you have to match the resolution of the HDRI with the render option size. In the Arnold panel. I made this test similar to your setup to make a conclusion, The Specular is causing these flickering. What is the Solution ??? I was pumping up The Rays And Samples of the Lights. Got it quite steady, "BUT" It will reduce this, however the reneder Time gets really High. Out of production TIMES. The Bose will say NOWAY, just joking... So I decided just to see where the flickering was originating from. That is up to you to decide how the cost of time to make this render work. I will make some more simple test etc this week .... If you need to make specular pass in render and then compo , may go good. I will experiment like this.... But, This is quite normal for Arnold , due to the fact that it uses brute force Render, Will, randomly shoot rays in the scene and make the render, So when it shoots a random ray into the sky dome and then comes back, it will produce these flickerings. Becuase the ray will hit a different part of the skydome and different grain, The grain are all over and with variation colors. So for me it is working how it should. Well this is the explanation that my bose gave me when they where developing this render for 3D applications. quite some time ago. Don´t quote me on this okay. This is why you get faster renders. There is a denoise output but I have not experimented with this yet , But in compo postpro , there are noise reducing fliters that maybe a kool way to get fast renders and remove this specular flickering, you will have some changes. Nuke has kool stuff, but I guess this is not the purpose of this test. TEST VIDEOS: These two renders have the same settings, the one that has no flicker has no Specular Rays. Just to see where they are coming from OKAY. Compare. the image on the right has a black line on top is "Specular" the image on the left has "no Specular .................................................................................................. And sorry for this delay. PS My new clean installation of My PC is Steady... I had to whip out the WHole DRIVE from scratch... Cheers Mangi compare.mov NO_Specular.mov Specular mov.mov
  11. Hi. Put an Arnold Shader on your Objects in the scene. That is an Arnold Render with no Shader... that what you are viewing. Shader = material. In the shop network create an Arnold Shader Network = arnold vopnet: Inside you will fine these shader and you can build them in this area by hooking up these Node. Cheers Mangi
  12. Just for self confirmation: points in the dop sim have the same point count per frame: Just made this test to make sure I was not having a strange idea of what issue was going on. Not sure but was really tricking to figure this one out. je. question was it flickering or not. ???? that will be tested...... Cheers Mangi
  13. Hey ..... just incase you can´t remember those Hot Keys "Szymon" Says.... Cheers Mangi
  14. Hi There. Buff.... I did several render testes... I finally saw something that is making it seem as though there is "FLICKER" To be able to make a accurate result this is what I came across. Here are some snap shots to explain. Points are desappearing from one frame to the next and that makes it seem like a flicker from render. We first must see this and then take it back into render okay... I also saw this right now in the video you sent: If you don´t mind for these test if you could send me a very small scene without the sim with your set up. Not the exported catch files. This way I can make some other test.. etc... A Sphere with just a small amout of point count. With your Attribute creates etc. and any texture etc from the arnold shader. There are many ways to teak Arnold So if I am missing any component the result will make a Huge Difference. Any way One step at I time . The import thing is also finding the most light config , And a faster Arnold render. "ASS EXPORTED" Thats is why I am asking for your information.... Maybe when you write the Catch files out this made some issue: because If you see the Video "No Catch.mov" no points disappear. But the video "First render.mov" was with catch exported like you did, And points disappear. Cheer Mangi first_render.mov No_Catch.mov disappear .mp4
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