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Daryl Dunlap

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Everything posted by Daryl Dunlap

  1. A preview version of the Redshift Solaris plugin for Houdini 18, is available on the Redshift3d Forums. Redshift Solaris plugin [www.redshift3d.com]
  2. Redshift Solaris plugin: Houdini 18

    There's a version .02 drop of the Redshift3d for Houdini18/Hydra plugin in the RS Dev Forum. Alot of nice fixes came in this week. Check it out: https://www.redshift3d.com/forums/viewthread/28473/
  3. Redshift proxy material with user data integer

    The whole point of a Proxy is to bypass Scene Extraction stage of Rendering - if it still had to check each single Proxy to see if there are duplicate attributes in the DCC vs Proxy, then you'd lose some of the benefit of a Proxy to begin with.
  4. Redshift Proxy Workflow in Houdini

    Redshift 2.6.28 added support for rendering Packed Primitives and instancing them. The next Redshift release will take this a step further, and add support for Automatically Instancing SubNets as well.
  5. The value of RTX in raytracing is scene dependent - as the RT cores can only do one thing, shoot rays for intersection, they cant shade, and they are restricted to certain primitive types [at the moment]. Production Shading is a huge part of the rendering process, and RTX will only marginally improve via the RTX platform specs, not RT cores. Couple that with the rumor that Vendors tried to send back a literal mountain of 10xx cards to NVidia, that were manufactured for the Crypto market, that NVidia is forcing Vendors to now sell. Plus, NvLink is still a no-go for the consumer line of RTX cards. So, personally, there's just alot more value in a 1080ti right now. I expect the price to continue to fall actually. Any RTX render engine is at least several months away from Alpha stage, because they have to rewrite their engine to use the Optix API - which is what provides access to the RT cores on the RTX platform. edit: Turns out NVlink is available for 2080 and 2080ti - that's a big deal for larger scenes. So that's 22GB of VRAM for around $2.5k, that's an attractive option.
  6. Ryan Coster: LEAD FX TD: FX Concept & Design

    Wow - very impressive resume. How in the world can I achieve what you've already done? Doing LookDev and FX and working remotely. Are you accepting any Apprentices?
  7. MOPs: Motion Graphics Operators for Houdini

    Wait a second, I was just about to say, if you want Vex course work, you can pay exclusively for that on the Entagma Patreon - but, it sounds like you are not currently subscribed to the Entagma Patreon, but are simply consuming their "free" content!? Now, MOPs is some additional "free" content from the likes of Entagma, and your argument is that, "Hey, no, dont waste time creating free things I wont use, please only create free things that I want"? I cant believe you have the selfishness to even type such a comment - let alone try and defend it.
  8. Houdini 17 Wishlist

    Psst...Redshift3D! *poof*
  9. 20% off Redshift 3D License Get'em while their hot!
  10. 16.5 edgetransport

    Oh I really like that....man...that has SO many uses in procedural modelling.
  11. OpenCL and multiple GPU's

    Is there even a way to disable OpenCL on compatible devices? My understanding is that OpenCL will use GPU, and if not available, will fall back to CPU. That's the reason its safe to use OpenCL SOP in HDA's.
  12. Converting VEX to OpenCL

    Thanks for that sample file, it took me a few hours, but I finally understand the OpenCL SOP and the data I/O between Houdini and the GPU
  13. What the Blender Foundation is doing with Eevee is very impressive. I know Houdini has an OpenGL ROP with at least diffuse/reflection/displacement viewport support, but nothing for full screen Post Effects (bloom, blur, etc.) Can anyone speak on whether SESI will invest in this area soon?
  14. vray IPR in Indie

    IPR is a progressive render session that is designed to be near interactive. The render engine you use (Mantra, Vray, Redshift, Octane) is up to your personal preference. My opinion of the build notes is that you can take advantage of integrated Vray IPR sessions in the Houdini viewport , versus doing IPR in the Vray Framebuffer.
  15. In order to support Stylesheets, RS has to first support Material Override, which has been completed. Next step is Stylesheet support.
  16. Redshift - Material Override & Stylesheet

    Next release of Redshift will contain initial support for Material Stylesheets.
  17. Siggraph 2017- same old or?

    I grabbed em (SESI sessions) while they were hot! If you blinked they where gone.
  18. using instancefile with redshift?

    Valid point. Just submitted and got accepted an RFE to expose RS Proxy creation on the Geometry ROP. This will make it alot easier to control whats in the Proxy as well ( right now you have to use Bundles on the Render ROP ) There are several other features ahead of this one (such as Stylesheet support), but at least its on the TODO list.
  19. Houdini Artist Payment Project

    As a Hobbyist weekend warrior who's been wanting to turn pro for some time...I love the idea and the platform. I've signed up at your website and hope this goes somewhere.
  20. houdini redshift error crash

    The RS HDK plugin version number represents the HDK version it is compatible with, NOT the Houdini version. What this means is that the RS plugin is binary compatible with even the Daily Builds of Houdini. There's an important distinction here: RS version number, RS HDK version number, and Houdini version number. Not knowing what RS version or H version you're running, I would suspect that you need to update your environment file to point to the latest RS HDK plugin version of 633.
  21. I posted this on the sidefx forums as well with no luck after 70 views. Does anyone know how to use the 'rotation' constraint type in a Constraint Network? Bonus Points: How to use the condir and condof attributes as well.
  22. Attribute to Texture Map

    Please add your support for an RFE I submitted the other day RFE #83658
  23. Constraint Network - Constraint_Type = 'rotation'

    What I'm STILL not crystal clear on is the relationship between the Anchor + Constraint + Constraint Relationship. Is it: I can have an Anchor, and an Anchor has a Constraint Type/Direction/DOF, and an Anchor Constraint can have a Relationship to one or more Anchor Constraint(s)? edit: I read the Docs one last time....summarizing: A Constraint is made up of (2) Anchors defined by a (2) point polygon. Each point in the polygon is an Anchor that can define a type/direction/dof.
  24. Constraint Network - Constraint_Type = 'rotation'

    After playing with this scene for a couple hours....I really love the flexibility this attribute based system provides. It makes me wish there was something similar in CHOPs for SOP constraints. CHOP Constraints just seems weird after understanding Constraint Networks in DOPs. What really made it clear for me was the Constraint Relationship Guide - set it to a primary color, move to Frame 1, and then change the constraint_type, condir, and condof attribute values - the Constraint Relationship Guide actually updates to display different Guide Geo based on these attributes. Makes it super clear why things are responding they way they are to forces.
  25. Constraint Network - Constraint_Type = 'rotation'

    Dude...thanks! Scene and Breakdown with GIFs! Makes alot of sense now.