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About kvdo

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  1. Brilliant, thank you! Does this somehow support packed primitives?
  2. 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?
  3. Thanks anim, thought about this as well, but got nervous thinking of converting a 1000x1000 unit ocean grid to sdf. looks like you can make it pretty lowres and it still works. don't even have to volume extrude the grid as I initially thought. I suppose there's no way to reference the file in shops without caching it? I see the op: syntax doesn't work. probably for reasons around the way ifd's work?
  4. Hi guys. I'm working on a wetmap for where procedural ocean meets sand on an island. basically, I don't want to have to subdivide the island geometry and do a point based color transfer to create a gradient. I would like to achieve this effect in SHOPS, independent of how lowres the render geometry may be. I thought of using an occlusion node. but I would only get the proper 0-1 gradient I want at angles <= 90deg pc open is dependent on point count as well, so I've ruled that out. Surely there's a smart way to analyse the intersection points of the objects primitives?
  5. Reflective volumes

    Ah, yes. That would be the issue. Pleasure Nicolae!
  6. Reflective volumes

    Thanks Skybar. I realise now I was going wrong in calling the gradient volume 'N'. That seems to not work for whatever reason. Also later realised that I needed to transform the gradient into the correct space. Here's the hipnc for anyone else's future reference. reflective volume_v02.hipnc
  7. Reflective volumes

    I came across this video a little while back, and the poster doesn't seem to have much transparency about his method. does anyone have any ideas on how one can get specular/reflections onto a volume in the shader?
  8. Awesome insight eetu, thank you!
  9. Ah! It seems so obvious now. Here is the scene at two different scales, cameras not scaled. The third image is the 10*scale scene with the light intensity bumped up to 100. You can see the sss density is affected as expected, but no change to physical light attenuation. Am I still missing something?
  10. Hi guys, I've run into a phenomenon in houdini which I don't know whether to be concerned about, or glad because it makes things more homogeneous. Basically I've been testing light attenuation in mantra as well as sss settings to determine whether they change based on the global scale of the scene. I would have expected that if I scale my scene up by 10, my area light attenuation would fall off a lot quicker, based on quadratic falloff laws. I expected to see some difference in the appearance of sss as well. Strangely though, adjusting scene scale has no effect on either of these things. I've attached 2 images. one is the scene with a scale of 1, and in the other, everything is scaled up to 10. There is zero visual difference in the two images. Am I right in thinking this is physically implausible?