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Posts posted by schwungsau
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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
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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.
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nope, only renderman23 have gallery option... i thought of it to write a gallery on my own. fairly straight forwards with python panel
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it works perfectly fine here with houdini18. you have make sure you using RM23 shelf / nodes.
if you see only RIS only the renderman plugin is not corrected loaded.
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in Arnold, you can assign a volume shader to a mesh and set the setup size an object property (a arnold parameter) --> Arnold will render it as uniform volume ( if the mesh is closed). but you can not assign a surface shader to volume.
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this very confusing question raises 25 more questions.
no render in the world will allow you to mix volume and surface shaders..... -
testing new Arnold 6.0.3 GPU renderer update on particles
Recent HtoA 5.2.1 made it possible to actually use Arnold6 GPU in Houdini, i tool it on a test ride with particles. (5 million particles).
the setup is quite simple, pure diffuse shading only AA samples. I've chosen a darker frame to test the sample quality.
CPU 2 minutes on 6 core Xeon :GPU 1 minute (Nvidia Quadro RTX5000), same sample count the CPU render above but more little more noise.
GPU 1:30 minute, increased the sample to get a noise free render.
the Arnold GPU render it getting slowly faster the Arnold CPU in some cases, there is still long road ahead to for the GPU renderer speed to catch up with competition.
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external renderers does not support packed bgeo. otherwise, if you render on a renderfarm, it would take 1 additional Houdini licence per machine. (loading a bgeo file format will draw one licence).
you need to use fast instance points and on the points, create a sting attr, which points to an alembic or an ass file.
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it only works on point instaner nodes (objects level) anyway.
everything inside SOP is mostly only supported by sidefx. Arnold, Renderman, redshift does not support it... --> happen is sop level, stays in the sop level -
yeah is no industry standard for camera's yet, each company has its own secret sauce and the materials are not solved. USD is currently a data management /layout system for geometry.
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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. -
nope, there even is not proper renderview in yet. come back for solaris/houdini19
Workstation out of the box?
in Hardware
Posted
because some poeple don't believe in the benefit of a out-of-the-box system.