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Everything posted by schwungsau

  1. 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 !
  2. Crystals

    its the setup quartz crystal from entagma, but with arnold spectral refractions and Dielectrics i just need "glass" shader. no hacks or tricks needed. (renderman should able to do the same) i am planning to different kinds of crystals.
  3. Crystals

    using Arnold's Nested Dielectrics feature.
  4. Crystals

    https://docs.arnoldrenderer.com/display/A5ARP/ basically, its a priority list with geo, gets refracted first or last, it makes a much better realistic look.
  5. Fake Caustics VOP

    not sure how do it in mantra work. but with a regular pathtracer, you take the dot product of surface normal (N) and the in-coming rays (I) and plug into a ramp and feed the shadowcolor with it.
  6. meshing fractals

    older video, i am using a simple pi expression to draw cycles and connect some point with polysplines.
  7. meshing fractals

    this i am starting new Project: meshing fractals into real Geo. Last year, i've to created "fancy 2.5D" splines fractals. this year i bringing it to "3rd Dimensions". this are basic primitive rendering which i plan to use in huge scene. goal : manage Billions of polygon's / Data in a efficient way. the final scene will 1000 times complexer Geo. this are simple Geo / renderings:
  8. there and back again, a Render Journey

    playing with idea to use the dot product of incoming ray and surface normal to generate superfast fake caustic’s. its renders fast ! (1minute) and its full "art-directable" here are some tests:
  9. I've start test Houdini 18 and Arnold 6. the first test was simple splines rendering, 250.000 splines instanced 25 times. it loads a 140MB alembic file. rendered in 6 core Xeon CPU and Nvidia Quadro RTX 5000. (windows 10 pro) the startup for Arnold GPU is slow, it renders faster, so it seems but for clear up the final image it takes for forever or just dropped /crashed, hard to tell on the GPU. the CPU is quite fast but much slower then GPU if it ever would finish. (adaptive sampling was on) As soon as Arnold finishes rendering the scene, it stops and do not refresh any more on parameter changes. so far i am not impressed with the Arnold GPU rendering. here is the same scene Arnold CPU with only direct Lighting. (on my MacBook) some test with Arnold GPU. it performed much better with just direct lighting.
  10. there and back again, a Render Journey

    I am starting to test Arnold Renderer in Houdini Solaris. it took me a while to figure how to makes it work in Solaris context, especially with NPR shaders. I’ve need to create beauty render pass and render product with contour sampling.
  11. there and back again, a Render Journey

    its older but thats a hypercube with glass shader in arnold with fake caustics, its quite fast. (6 minutes) same cube with physical correct light simulation in Indigorender, true caustics. it renders in 2 hours, but at least 10 faster than any path tracer (CPU or GPU) without fake.
  12. meshing fractals

    once i access to my workstation again i can share the hip file. but tis pretty the same seen in the vimeo video, its a classic mandelbrot, no secret behind it.
  13. Workstation out of the box?

    because some poeple don't believe in the benefit of a out-of-the-box system.
  14. Workstation out of the box?

    i stick with out of the box workstation, i wasted too much time in past with crashes, fixing hardware etc... i have a lenovo workstation, i got a 65% discount. hard to beat. lenovo has also the first pro threatripper workstations. you can buy used dell or HP workstation on amazon or ebay. it has every-running xeon's, you can get good machine for 800$+ then all you need is upgrade the ram and get modern GPU card.
  15. Workstation out of the box?

    oh no you ask the wrong question, there is a lot hate here around out-of-box workstation. if you want a good workstation for good price. lenovo currently have 40-65% off promotion on workstations. ok, now lets see now many post will appear here to talk you out of it, because you have build by yourself, because its the only way.
  16. 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
  17. there and back again, a Render Journey

    Indigo renderer with a simple glass medium
  18. 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
  19. 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.
  20. 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 GPU renderspeed comparsion with indigorender close up with indigorenderer
  21. 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.
  22. 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/
  23. Arnold not installing for 17.5.460 Help

    5.3.0 works with 460 like it said in release notes and documentation.
  24. 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....
  25. 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 )