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mangi

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mangi last won the day on March 4

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About mangi

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    Illusionist
  • Birthday 04/10/1964

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  • Name
    Mike
  • Location
    SPAIN (Native Californian USA)
  1. Arnold Light Blocker

    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
  2. Arnold Light Blocker

    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
  3. Arnold Grain Flickering

    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
  4. Arnold Grain Flickering

    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
  5. HI, Here Is a Talk from sidefx. https://www.sidefx.com/learn/talks/ It explain the evolution : Mangi
  6. Arnold Grain Flickering

    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
  7. 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
  8. Arnold Grain Flickering

    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
  9. Hey ..... just incase you can´t remember those Hot Keys "Szymon" Says.... Cheers Mangi
  10. Arnold Grain Flickering

    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
  11. Arnold Grain Flickering

    Morning "MADRID" Just did a view test to see how "ARNOLD" ... flicker was doing Like I said "Your shader". ??? Here is the with another shader , does not have the random , Thats why I asked if I could see your shader. to make an accurate output tweak.... Mangi Arnold grain 2.2.mov
  12. Arnold Grain Flickering

    Did a Simple setup with some grains etc... render region flicker test. "ARNOLD" will continue:2:00am Madrid Spain , video is really only a flicker test. for me it is pretty good: did not see any flicker in the full render. whould be nice to test your shader Cheers and good night Mangi grain_arnold.mp4
  13. Arnold Grain Flickering

    Hi There, Hard to say by just looking at your video. You have to see the Arnold light also have sampling. I would need to see the shader and the light to make some good tweaking, If you can send me a ball with your shader I could make some test. Your file is really kool and don´t expect you to put it up here. So I would like to replicate this and see if I can help you out. If you like. just a simple grain and your shader setup. Cheers Mangi
  14. Collision not working

    Hi, "have no idea why the collision isn't working" Actually they are colliding, with the "barrierShape". Here is the "Fix" Place the "Barriershape" where you want the collision to occur. barrierShape.mov sopMadness_fix.hipnc
  15. Hi, Model from the left front top right. Place the background image by pressing the D key. Change the Auto-Place Image "UNCHECKED". From the cam view this is also will give you the option by pressing the D key on the view port. But, will also move , so thats why you model from the other views "Front , Top Right Left" Mangi
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