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Posts posted by schwungsau
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https://docs.arnoldrenderer.com/display/A5ARP/6.1.0.0
basically, its a priority list with geo, gets refracted first or last, it makes a much better realistic look.
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using Arnold's Nested Dielectrics feature.
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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.
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older video, i am using a simple pi expression to draw cycles and connect some point with polysplines.
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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:
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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.
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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.
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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.
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1 hour ago, Krion said:Why is it the only way?
because some poeple don't believe in the benefit of a out-of-the-box system.
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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.
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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. -
the fracture makes pretty dirty geometry. add clean node (clean everything , overlapping polygon, oirent polygone, fix manifold polygons) and after add normals node
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Indigo renderer with a simple glass medium
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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
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Arnold with spline rendering from a USD file. first time pixel on CPU and GPU is about 3 seconds.
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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
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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.
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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/
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5.3.0 works with 460 like it said in release notes and documentation.
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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....
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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 )
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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-
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still, flip fluids do not gain much with openCL in Houdini18.... i had test in 96GB dual Quadro system, it made 5% difference.
fun and play with particles
in Finished Work
Posted
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 !