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schwungsau last won the day on May 12

schwungsau had the most liked content!

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  1. Arnold not installing for 17.5.460 Help

    5.3.0 works with 460 like it said in release notes and documentation.
  2. 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....
  3. 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 )
  4. 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
  5. 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.
  6. 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
  7. 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.
  8. 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.
  9. this very confusing question raises 25 more questions. no render in the world will allow you to mix volume and surface shaders.....
  10. there and back again, a Render Journey

    testing new Arnold 6.0.3 GPU renderer update on particles Recent HtoA 5.2.1 made it possible to actually use Arnold6 GPU in Houdini, i tool it on a test ride with particles. (5 million particles). the setup is quite simple, pure diffuse shading only AA samples. I've chosen a darker frame to test the sample quality. CPU 2 minutes on 6 core Xeon : GPU 1 minute (Nvidia Quadro RTX5000), same sample count the CPU render above but more little more noise. GPU 1:30 minute, increased the sample to get a noise free render. the Arnold GPU render it getting slowly faster the Arnold CPU in some cases, there is still long road ahead to for the GPU renderer speed to catch up with competition.
  11. HtoA packed geo motion blur

    external renderers does not support packed bgeo. otherwise, if you render on a renderfarm, it would take 1 additional Houdini licence per machine. (loading a bgeo file format will draw one licence). you need to use fast instance points and on the points, create a sting attr, which points to an alembic or an ass file.
  12. it only works on point instaner nodes (objects level) anyway. everything inside SOP is mostly only supported by sidefx. Arnold, Renderman, redshift does not support it... --> happen is sop level, stays in the sop level
  13. LOP's/USD workflow worth it?

    yeah is no industry standard for camera's yet, each company has its own secret sauce and the materials are not solved. USD is currently a data management /layout system for geometry.
  14. fresnel in volume shaders

    SDF is same. you have a single value of the distance, and if its inside or outside the volume. for foggy stuff, you could just calculate the point density with pointcloud lookup on the polygons'points or transfer the density values to the polyons.
  15. LOP's/USD workflow worth it?

    nope, there even is not proper renderview in yet. come back for solaris/houdini19