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About kfu

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  1. OCIO transform

    Anyone had this issue when you do some color correct before the ocio transform node, the output image looks way different than the actual view in Houdini? But if I disable those color correct nodes, it works perfectly fine. Here is the image about what I mean, when I disable the contrast and add nodes, it works. When I enable them, the output images looks different. Any idea why this happens?
  2. found out I'm still using Arnold 6.0. They just add it in 6.1, so update fixed it
  3. Does Arnold actually support Nested Dielectrics? I saw in document that you can use 'dielectric priority' to set the numbers, but no where to be found in standard surface ?
  4. ACES Rendering output

    I actually found out that opening the png in photoshop or windows photo viewer slightly changed the color saturation , that why I say 'close but different'. But when I open it in After effect or paint 3d, it looks exactly like how it looks in Nuke viewer. No idea why this happens.
  5. ACES Rendering output

    I tried output_srgb also, close but still different.(or is it just my eye?)
  6. ACES Rendering output

    I tried Nuke with write node color space settings as utility-sRGB-texture, still looks the same a bit white washed than the viewport
  7. ACES Rendering output

    I tried both in Houdini and the PYCO tool, but the result pngs are always looks a bit white washed than the render view. I rendered out exr from Arnold(is this rendered exr image in ACEScg color space?) and then convert from ACEScg to sRGB-liner with 2.2 gamma (in PYCO). Is this correct?
  8. ACES Rendering output

    ah,thanks for these. forgot that I can process images in Houdini lol
  9. I'm pretty new to this, but is there a way to render out REC709/sRGB images (PNGs) that looks exactly like how it looks in render view? I tried render out pngs instead of exr but that looks totally different. Or you always need to render out exr images and then do the acescg to sRGB thing in other program, Nuke for example? I was using Arnold btw.
  10. Delete volume attribute

    you can set it to zero using volume wrangle,say v@vel.z=0; for example if you want points stop moving at that dimension
  11. I guess that was from the 'progressive' settings when I render the gif out from ae media encoder. Never heard of this term before, nice to know!
  12. lol, yeah, pop axis force. Why not? Are people tend to more technical or using filed means you are not trying hard enough?
  13. hey, just a quick update that I made the memory usage down to 30GB and now renders fine, pretty quick too for the main pass.
  14. yeah, I will also do a subdivided fit based on size to reduce the inside face poly counts, that would help too.
  15. XD yeah, kind heavy to work with, the debris will assemble into one rock, so they are all shattered geometry from the big rock. I had other orbiting geos that was instanced. I think maybe I subdivided too much for the inside faces. Thanks for the help!