-
Content count
221 -
Donations
0.00 CAD -
Joined
-
Last visited
-
Days Won
29
Everything posted by schwungsau
-
aces is a fancy way to compress dark areas more so have more color range bright areas to able to display on your screen. if the new apple display for example your got lot better color range then ACES. ACES = a way to squeeze color values as much as possible from a linear to a rec19 space (colorspace of computer displays).
-
like all render engines. all renderer calculates in linear space. there should never baked ACES-colorspace in exr lfiles. exr should always linear for maximum color range control. you should learn about the linear workflow concept
-
you have copy/instance of polygon object, setp stepscale to a value (0.1,1, 10) depending on your scene scale. and assign arnold volume shader. need be a "closed surface". or better, use the water with regular and set "transmission depth" this give correct "waterdepth feel". "
- 4 replies
-
- arnold
- uniform volume shader
-
(and 2 more)
Tagged with:
-
want do mean with Basic liquid shader ? *edit ah right you totally can do that in Arnold. but in Arnold you can do the real thing, physical correct shading.
- 4 replies
-
- arnold
- uniform volume shader
-
(and 2 more)
Tagged with:
-
11 sec/frame on qudaro rtx5000
- 2 replies
-
- 1
-
-
- simulation
- opencl
-
(and 2 more)
Tagged with:
-
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 replies
-
- 1
-
-
- simulation
- opencl
-
(and 2 more)
Tagged with:
-
Think Procedural Discord - Challenge - Fractals
schwungsau replied to thinkproceduraldiscord's topic in Lounge/General chat
why just discord ? -
you are ready for the tim ferris podcast !
-
RS enable photo exposure not showing in renderview
schwungsau replied to anbt's topic in Lighting & Rendering
the exposure is for display, you should get tutorials about linear workflow or you will runs into this issues all the time. -
How to have Redshift read downloaded FBX shaders in Houdini
schwungsau replied to PJM33's topic in Lighting & Rendering
houdini auto convert the data in fbx file into mantra shaders. redhsift can't read any mantra shaders. each renderer has its own shaders. the python script graps the mantra shader and replaces it with redhsift shaders and update textures path etc.. you can do my hand or google for mantra-redhsift script. -
it depends if save it as jpg or exr etc... or what LUT/colorcorrection the image viewer is setup ? but first you should start lear about linear color workflow.
-
Solaris: Export USD with USD ROP - material not working for rubbertoy
schwungsau replied to anicg's topic in Lighting & Rendering
he is correct, the rubbertoy is not USD / Solaris workflow conform. SidefcFX needs to fix it. the whole workflow of Solaris is still a mess and i guess, it will change a lot in future updates. -
yes, displacement always uses normals. maybe you need to promote your normals from point to vertex, depending on the render.
-
your volume denisty in shaders is way too low. boost your shaderwith at least 10 times higher density. it depends which how create your volume. the regular pyro has uncpntrolled density and temperature normalized values. the sparse pyro solver is based on kelvin temperature. redhsift volume shader are quite limited your have rebance your shader or your field.
-
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.
-
using Arnold's Nested Dielectrics feature.
-
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.
-
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.
- 5 replies
-
- pbr
- custom shader
-
(and 2 more)
Tagged with:
-
older video, i am using a simple pi expression to draw cycles and connect some point with polysplines.
-
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:
-
there and back again, a Render Journey
schwungsau replied to schwungsau's topic in Lighting & Rendering
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: -
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.
-
there and back again, a Render Journey
schwungsau replied to schwungsau's topic in Lighting & Rendering
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. -
there and back again, a Render Journey
schwungsau replied to schwungsau's topic in Lighting & Rendering
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.