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schwungsau

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schwungsau last won the day on October 3

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About schwungsau

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    Initiate

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    http://heribertraab.com/

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    Heribert
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    vancouver

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  1. Shading fractured object with Arnold

    the fracture makes pretty dirty geometry. add clean node (clean everything , overlapping polygon, oirent polygone, fix manifold polygons) and after add normals node
  2. there and back again, a Render Journey

    Indigo renderer with a simple glass medium
  3. there and back again, a Render Journey

    the testing Lee Griggs tricks with a textured volume inside a class object Arnold rendering this is rendered with Cycles in Gaffer, next I will try Hydra version from Cycles inside Houdini
  4. there and back again, a Render Journey

    Arnold with spline rendering from a USD file. first time pixel on CPU and GPU is about 3 seconds.
  5. there and back again, a Render Journey

    testing Arnold 6 in Solaris for lookdev in Solaris. its has really potential and its fun to work with, only a Arnold render HDA is missing. Pixar provide one, but its easy to build a renderROP HDA. the scene was running on my Thinkpad
  6. On Growth and Form

    best way is mess it out as tiny tubes, if you specular hights is important for you. but its atr 12 times more data and memory. you need a renderer with great splines primitves/shaders, Arnold and Renderman are the best bt far.
  7. How difficult is it to learn Renderman?

    RenderMan is like most modern render engine. with path tracing you getting very good results but RenderMan is the most flexible render engine. if wanna speed your render 3 times or 10 times, you can dig into a rabbit hole. so have completely understood the rendering at the beginning, only if you optimize hell of it, you will learn/need different techniques (bi directional path tracing, manifold etc...) but this makes rendering like 4-5 times faster then Arnold/karma. thats a good start : for optimizing etc... Pixar Renderman sites have some good tutorials. and there are dozen of sites, which teach physicals based shading etc... it applies to all modern render engine https://marmoset.co/posts/basic-theory-of-physically-based-rendering/
  8. Arnold not installing for 17.5.460 Help

    5.3.0 works with 460 like it said in release notes and documentation.
  9. Arnold not installing for 17.5.460 Help

    this Arnold version is quite old and does not work with this "newest/current" Houdini version.... the lasted Arnold version should work always install the correct / matching software versions....
  10. Game of Life Algorithm - Open CL vs VEX

    your opencl code does not work in you scene, i didn;t have to figure more... btw. more i've found even openCL differences between houdini17 and 18. i hope sidefx will give a cuda wrangle node in futures releases. (openCL is pretty much abandon )
  11. Redshift totally failed

    your env file is messed up... it should look more like this: PATH = "C:/ProgramData/Redshift/bin;$PATH" HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/17.5.173;&" you need to install a prober text editor for windows so try add some fancy formating try https://atom.io
  12. No GPU Utilization on OpenCL with Viscus fluids?

    still, flip fluids do not gain much with openCL in Houdini18.... i had test in 96GB dual Quadro system, it made 5% difference.
  13. Material Preview In Arnold for Houdini Possible

    nope, only renderman23 have gallery option... i thought of it to write a gallery on my own. fairly straight forwards with python panel
  14. it works perfectly fine here with houdini18. you have make sure you using RM23 shelf / nodes. if you see only RIS only the renderman plugin is not corrected loaded.
  15. in Arnold, you can assign a volume shader to a mesh and set the setup size an object property (a arnold parameter) --> Arnold will render it as uniform volume ( if the mesh is closed). but you can not assign a surface shader to volume.
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