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schwungsau last won the day on February 10

schwungsau had the most liked content!

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  1. Mantra doesn't render in ACES?

    aces is a fancy way to compress dark areas more so have more color range bright areas to able to display on your screen. if the new apple display for example your got lot better color range then ACES. ACES = a way to squeeze color values as much as possible from a linear to a rec19 space (colorspace of computer displays).
  2. Mantra doesn't render in ACES?

    like all render engines. all renderer calculates in linear space. there should never baked ACES-colorspace in exr lfiles. exr should always linear for maximum color range control. you should learn about the linear workflow concept
  3. Flat Tank and Arnold

    you have copy/instance of polygon object, setp stepscale to a value (0.1,1, 10) depending on your scene scale. and assign arnold volume shader. need be a "closed surface". or better, use the water with regular and set "transmission depth" this give correct "waterdepth feel". "
  4. Flat Tank and Arnold

    want do mean with Basic liquid shader ? *edit ah right you totally can do that in Arnold. but in Arnold you can do the real thing, physical correct shading.
  5. fun and play with particles

    11 sec/frame on qudaro rtx5000
  6. Think Procedural Discord - Challenge - Fractals

    why just discord ?
  7. what do you eat to be a vfxtd?

    you are ready for the tim ferris podcast !
  8. the exposure is for display, you should get tutorials about linear workflow or you will runs into this issues all the time.
  9. houdini auto convert the data in fbx file into mantra shaders. redhsift can't read any mantra shaders. each renderer has its own shaders. the python script graps the mantra shader and replaces it with redhsift shaders and update textures path etc.. you can do my hand or google for mantra-redhsift script.
  10. OCIO transform

    it depends if save it as jpg or exr etc... or what LUT/colorcorrection the image viewer is setup ? but first you should start lear about linear color workflow.
  11. Shaderball Preview

  12. he is correct, the rubbertoy is not USD / Solaris workflow conform. SidefcFX needs to fix it. the whole workflow of Solaris is still a mess and i guess, it will change a lot in future updates.
  13. Point normals and displacement

    yes, displacement always uses normals. maybe you need to promote your normals from point to vertex, depending on the render.
  14. Volume Rendering (Redshift)

    your volume denisty in shaders is way too low. boost your shaderwith at least 10 times higher density. it depends which how create your volume. the regular pyro has uncpntrolled density and temperature normalized values. the sparse pyro solver is based on kelvin temperature. redhsift volume shader are quite limited your have rebance your shader or your field.
  15. fun and play with particles

    having some fun with particles.... birth of a massive star. for my little #astrophysics exploration, i’ve created a star simulation using openCL in houdini. its based on nbody #physics model, only driven by #gravity. using #nvidia #quadro rtx 5000 #arnoldrender. the colours are not quite right, I am trying to integrate kelvin colour temperature. the current colour is based on density and speed. In this simulation, I assumed 48% amount of negative gravity to fill the mystery of dark matter. I used 1 million nbodies for the simulation. for the steps, I am planning to add finer particle streams to get more details. fast particle rendering with path tracer is hard !