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schwungsau

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Everything posted by schwungsau

  1. there and back again, a Render Journey

    Renderman 23 sampling. i am testing the different integrators of Renderman 23 in Houdini. the limit was 2 minutes render time on a 6 core Xeon, one HDRI dome light. Alembic geo 1.7 GB file. direct lighting Path tracer pxr unified pxr unified bidirectional pxr bi-directional path guiding pxr vcm the shader settings for pxr unified integrator need to be adjusted to match the look. it took 30 seconds for the first pixel. the interactive responds time is excellent. the clamped highlights come the buggy Houdini 18.0.287, below some scene with Houdini 18.0.237 the dull renderings / images comes from houdini production bug, newer houdini build fix it.
  2. there and back again, a Render Journey

    2 minutes render time, left CPU and right GPU with high poly mesh 1.9GB data. (6 core Xeon and Quadro RTX5000) CPU GPU in this cache, the GPU was faster and more stable. its response time on shaders changes not too bad. only sampling changes took 3-4 seconds to respond. Octane was crashing on this scene while loading the geometry. Blender Cycles needed 4 minutes to load the alembics. the CPU is much more efficient in cleaning up the final noise than the GPU. the render result is line up on both, but sampling is quite different. it would be impossible to mix CPU and GPU renderings. In the end, the GPU rendering is a little faster the CPU rendering (once you optimized the render setting.) Optix GPU rendering does not support GPU BVH branching only pure AA samples, that's properly why I am not getting the excepted massive render speedups on the GPU. Tests in Blender showed CUDA rendering are faster then Optix rendering (with RTX).
  3. in my experience the best result are, if you handle it like real smoke, control the temperature. at the source its quite hot --> buoyancy push up the smoke fast, and when it cools down the smoke slow's down, if the temperature drip too fast in some area's, the smoke goes down like in your reference image.
  4. no, it's more technology preview than a beta. too features a missing or will change. in the current state, Karma is 5 times slower then Arnold or Renderman on CPU. for ArchViz: Vray and Corona are the main players. if need Caustics you use specialized ArchVix renderer like Indigo render or Thea render, they have GPU engines plus super fast engine with caustics. Indigo render with its CPU bi-directional MTL tracing beats any CPU or GPU renderer in terms of caustics. if wanna stick to Houdini Octane is a great option, its easy and with spectral rendering (like indigo) it's to set up physical correct material for ArchViz. the new Renderman is a badass swiss army knife. it has bi-directional path tracing, path guiding, and minfold sampling for caustics, which fits well for ArchViz, (indoor and outdoor) and it has the best interactive Houdini plug-in by far. --> best fit for ArchBVuz rendering: Renderman, Indigo renderer or Corona.
  5. Toms "Learning Houdini" Gallery

    agreed, Blender is a great addition, they could charge 2000$ for the modelling tools and it would be a steal. the interactive render viewport with cycles or octane is a glimpse of the future of Lops.
  6. face meshing

    experiments with Houdini and Octane (render time 2 minutes in 5K) on RTX5000) :
  7. face meshing

    playing with some idea's setup's from the many new tutorials, which popping up last days.
  8. Karma for particle rendering ?

    its much use for me to get a volumetric look with good pathtracer and its fast...
  9. Karma for particle rendering ?

    i've rendered 400 million particles with arnold under 10 minutes....
  10. Karma for particle rendering ?

    micropolygon rendering ? nope everything is pathtracing these Days. Reyes rendering was cool 10 years ago... not anymore
  11. The little things about houdini

    don't worry, it will change soon
  12. How to add velocity to newborn particles

    or simpler. in source node add group name under "just born group" after you use any node (for example popvop) and use the source group name.
  13. Thin Laptop for Houdini

    XPS graphics died.... after dell service guy came and replaced the motherboard, it got worse it run's hot after 20 minutes and shut it self down -->just throw it out and switched to apple. never issues or blurscreen --> never lookded back... i heard lot time people burn's CPU/GPU if it let it runs all day long under full stress. thats i never buy machine with highestg GHz. good cooled or Xeon's . thats why willl pay extra money and save me time for fixing /replacing stuff all the time.
  14. Making a switch?

    i think you better of with blender, there a is lot Archviz stuff going on with it. (poliigon.com /blenderguru for example). you have all the render engine you need (cycles, eveee, vray, indigo etc..) and best modeling tools in the industry for this kind of work.
  15. Thin Laptop for Houdini

    i had bad experience with dell XPS laptop, that's why i switched to mac book. best part is the apple service, they will replace your mac book even if it is 5years old. a friend of mine try get replacements for surface because it burn the CPU, they was laughing at him in Microsoft store. but i know a guy, which he is using his Dell Precision Mobile Workstation for years.
  16. New machine in light of the upcoming Ryzen processors.

    go with this one : http://www.cgchannel.com/2019/05/review-boxx-apexx-t3-workstation/ its better then building yourself... if spend so much money, you don't want crashing machine because of some hardware glitches with each other....
  17. Falling Pixel Sort Effect

    a lots of ways.... simple and fast way at pointwrangle after the add note ithe code int prim_points[]; float umap; addattrib(0, "point", "umap", 0.0); prim_points = primpoints(0, @primnum); for ( int i = 0; i < len(prim_points); i++ ){ umap = float(i) / (len(prim_points) - 1); setattrib(0, "point", "curveu", prim_points[i], 0, umap, "set"); } then you can add a "color" node --> set it ramp from attribute with curveu as attr.
  18. Lsystem

    this is a much better explanation of L-systems : https://natureofcode.com/book/chapter-8-fractals/
  19. Building a beast Houdini + Redshift mainly

    xeon clocked at 2.2 ? your GPU's will wait long time to get data....
  20. Trouble rendering Houdini grains in c4d?

    i think, you have to set your particle size (pscale / width) to small number like 0.001......
  21. GPU in Houdini

    its that's easy. written stuff for GPU needs 2 things, a host program and a kernel. the host program is usually written mid/high level language like (C, python etc..) the host program handles data management, complies kernels etc... the host program detect hardware GPU and complies and send the kernels to the GPU and feed the kernels with Data. in Houdini the openCL wrangle is the host program. the openCL Kernels (code/snippets) can only handle the data from local GPU/Memory which it got send from the Host program (OpenCL wrangle node). current openCL wrangle Houdini does not support multi GPU's. you have write you own openCL wrangle node via houdini API to make it happen, but you have to dive deep into parallel processing and data management or the GPU's sit there waiting most of the time for Data to be moved around. If you rewrite nodes as openCL version, you need basic routines first. openCL is pretty low level. you need to write function like noise, PCopen, neighbours, ramp's etc... based on lastest test Houdini does not take full advantage of shared memory nor does it use multi GPU's. Pyro or Vellum uses only little part of the GPU. I could get self written Kernels to use 100% of the GPU for simpler Operation. I know only handful software packages, which run entirely Simulation's on GPU's. I am not sure, but I think only Cuda can take advantage of NVlink right now.
  22. meshing fractals

    i using classic Julia Fractal to drive my spline : cool spline (Mantra) and black-and-white
  23. go through first 3 chapters here: http://www.scratchapixel.com/lessons/mathematics-physics-for-computer-graphics/geometry/points-vectors-and-normals it good explansion about vector's, Normal's etc...
  24. Fill Selection

    thanks for sharing !
  25. Nature fun

    look nice !
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