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Everything posted by schwungsau

  1. 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.
  2. LOP's/USD workflow worth it?

    nope, there even is not proper renderview in yet. come back for solaris/houdini19
  3. Entry Level FX Simulation Reel: What to show?

    please no break Down's ! nobody wants to know, if you was able to find aov botton for the specluar pass or how change the gamma on the renderpass. good Artist should able to get raw beauty pass out which is pretty close to reference. in worst case it shows you was not able to get the details from the playblast into your rendering.
  4. with arnold operators, you can assign shaders , material X etc... https://docs.arnoldrenderer.com/display/A5AFHUG/Operators
  5. nope, its does not work. HtoA is the woerst render plugin. even cops itself has its issues it not full support in Tops either.
  6. fresnel in volume shaders

    fresnel does not work on volumes, you don't have a surface to bounce off (no ray incoming angle etc...) all you have is density values, some voxel has no density, some low density and full density, kinda. the only way i see, if you convert it into polygons do fresnel in VEX and convert into a "fresnel" field for shading.
  7. Set Parameter - Arnold Render in Houdini

    visiblity is a bitmask. In decimal: AI_RAY_CAMERA = 1 AI_RAY_SHADOW = 2 AI_RAY_DIFFUSE_TRANSMIT = 4 AI_RAY_SPECULAR_TRANSMIT = 8 AI_RAY_VOLUME = 16 AI_RAY_DIFFUSE_REFLECT = 32 AI_RAY_SPECULAR_REFLECT = 64 AI_RAY_SUBSURFACE = 128 So visiblity = 13 gives you camera and transmission (1 + 4 + 8 = 13 )
  8. Set Parameter - Arnold Render in Houdini

    you should install arnold sdk then can use the kick command to get more info "kick -info polymesh" node: polymesh type: shape output: (null) parameters: 48 filename: <built-in> version: Type Name Default ------------ -------------------------------- -------------------------------- BYTE visibility 255 BYTE sidedness 255 BOOL receive_shadows true BOOL self_shadows true BOOL invert_normals false FLOAT ray_bias 1e-06 MATRIX[] matrix (empty) ENUM transform_type rotate_about_center NODE[] shader (empty) BOOL opaque true BOOL matte false BOOL use_light_group false NODE[] light_group (empty) BOOL use_shadow_group false NODE[] shadow_group (empty) STRING[] trace_sets (empty) FLOAT motion_start 0 FLOAT motion_end 1 UINT id 0 UINT[] nsides (empty) UINT[] vidxs (empty) UINT[] polygon_holes (empty) UINT[] nidxs (empty) UINT[] uvidxs (empty) UINT[] crease_idxs (empty) FLOAT[] crease_sharpness (empty) BYTE[] shidxs (empty) VECTOR[] vlist (empty) VECTOR[] nlist (empty) VECTOR2[] uvlist (empty) BOOL smoothing false ENUM subdiv_type none BYTE subdiv_iterations 1 FLOAT subdiv_adaptive_error 0 ENUM subdiv_adaptive_metric auto ENUM subdiv_adaptive_space raster BOOL subdiv_frustum_ignore false ENUM subdiv_uv_smoothing pin_corners BOOL subdiv_smooth_derivs false NODE[] disp_map (empty) FLOAT disp_padding 0 FLOAT disp_height 1 FLOAT disp_zero_value 0 BOOL disp_autobump false BYTE autobump_visibility 1 FLOAT step_size 0 FLOAT volume_padding 0 STRING name
  9. Mac Pro with limited funds

    right, i forgot hardware guys are dead serious here. i didn't say its forbitten to build your own system, just was saying if you compare prices, compare complete system vs complete system. DIY system vs HP workstation --> hp workstation its much more expensive and Hp does not sell components separate either.
  10. Mac Pro with limited funds

    first of all comparing mac pro with self build system is not fare. mac is always more expensive. you have compare mac pro with window/linux workstation when some specs from Dell, Boxx or HP, then realize the price is not much different. btw. i am willing to pay more to apple design, osx, service, but i my case, i had get a 2nd linux workstation for my needs. anyway the value for money is a imac pro with with max mini. for 9k you get 10 core xeon with medium amd card (unbeaten 5k screen) which runs forever plus a 2-3 mac mini's as render salves. mac mini are very good as cpu farm, not expenive fast small and stackable. or even better regular imac with decent specs and much more mac mini's as farm. many here scream but you can build own renderfarm much cheaper and put in ikea drawers --> (https://www.instructables.com/id/Ikea-Helmer-Renderfarm/) but do you want this ?
  11. Color jitter Arnold

    what's an "arnold color jitter" node ?
  12. there and back again, a Render Journey

    older scene. Houdini openGL rop 4 sec a frame in 4k and DOF. Arnold and Mantra took both 2-3 minutes to render it in 4k.
  13. last i did manual instances in blender. loading geo "unpacked"and create instance duplicates in blender. the scene was light weight. anyway cycles does not support directly alembics., it needs conversion before it renders. but branches of blender/cycles already in the works. you also can try pro-render, its has plugin for Houdini and fast rasterize rendering for previz
  14. there and back again, a Render Journey

    yeah, I've heard they back from the dead. its looks great so far, currently i can't beat Renderman. plus its beta, I had issues with portrait camera format. image below is with 3delight, clock in 4:20 min
  15. thats right, but using standart names helps a lot, less names mapping and better for osl shader writing
  16. "Cd" only exists in Houdini, the rest of the world uses the "standart" naming. drop an attr rename node, in renderman tab turn on "Add Default mappings", export it. Renderman,Arnold, Cycle etc. should be able to pick up Cs (aka Cd in houdini). you can check name correction the details spreadsheet.
  17. there and back again, a Render Journey

    test with previs Scene but with Blender realtime Eevee render. 2 million polygons. 10-20 fps on RTX 5000. (live viewport below) the offline rendering took 3 seconds not sure what is causes, probably loading time houdini openGL rendering: the prman 2-minute rendering for comparison : renderman direct lighting Realtime engines are on the rise! I will keep an eye on this!
  18. there and back again, a Render Journey

    I've tested RenderMan with spline rendering. it's much faster compared with baked Geometry. the spline primitives are very good in Renderman. I've stopped the test with mantra after 10 minutes, it is super slow even with optimized render settings. the Renderman images rendered for 3:20 on a 6 core Xeon 2.7ghz with pxr pathtracer. 4k resolution geometry: splines primitives: rendering splines directly saves a lot disk space and meshing time. interactive rendering was super responsive. Octane 2019.2 renderings is very fast, I've used the geo to render it. 2 minutes, as except its lot faster the CPU renderings. the spline rendering in octane does features custom width yet. Octane gives physical correct shading out of the box. Renderman the shading is extreme flexible with NPR renderings, which is hard to get in Octane. the IPR responsibility was a little slow with shader tweaks.
  19. meshing fractals

    3d flame rendered with renderman23 rendered with octane
  20. Does Karma only work with BSDFs?

    Karma and Lops is beta/ alpha state and not recommend from sidefx to use it in production. https://www.sidefx.com/faq/karma/ there are a lots of limitation and i guess, it will change a lot in upcoming releases.
  21. there and back again, a Render Journey

    rendered with Arnold in Houdini. I've tried the atmosphere volumes the first time. easy to setup. The render time was quite slow on the volumes, typically for volumes, but much faster then render the screen envr with VDB cloud. I've used a mesh light for inner character illumination. it's a shame I could not use Arnold 6 GPU, because of its missing atmosphere and meshlight features. Volumes would boost get a huge speed boost with volume raymarching on a GPU. I had to use a denoiser from Affinity Photo in dark areas. with Arnold 6 GPU it does not drop any errors, you have to wait 1-2 minutes if data is loaded to GPU and starts the rendering or not. even a wrong file pass to an Hdri image makes Arnold GPU drop out, you sitting and wait in front of a black screen and don't know if it will render or not.
  22. Nature fun

    cool, whats your rendertime on this ?
  23. Volume Displacement Houdini using Mantra and/or Arnold

    you can do this easily in Arnold or Octane. Rohan shows it in this video. (octane works much better then arnold gpu)
  24. there and back again, a Render Journey

    Renderman 23 CPU vs Arnold 6 GPU with 2 minutes time limit. Renderman 23 CPU Arnold 6 GPU the reflection differences come from normals, Arnold calculates it's on normals, Renderman took the normals from the Geometry. i've tried with Karma but i had issues and crashes with it.