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Posts posted by schwungsau

  1. 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.

  2. 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.

  3. 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>
    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


  4. 1 hour ago, lukeiamyourfather said:

    It's not my fault Apple doesn't sell parts to build one. That doesn't mean the rest of us have to pay through the nose though.

    Me too. Since System Software 6 to macOS. I've been burned enough times by Apple to know better at this point. I can see the secondary uses and lighter duty processing but as a primary 3D workstation? Pass.

    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.

  5. 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 ?

  6. 8 hours ago, davpe said:

    it's a shame thou it cannot work with instances at this point. quite light scenes in Houdini become super heavy as everything needs to be unpacked. does anyone have any info on whether there is an effort from Blender side to address that? i was trying to google it and found a bunch of people complaining about that but that was about it...

    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

  7. On 2020-01-13 at 7:16 PM, Iskander said:

    Did you test 3Delight?I found it pretty much faster than cpu Arnold/Mantra/Renderman,x10+ on some tasks and it really wonder me..


    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



    • Thanks 1

  8. 8 hours ago, Atom said:

    Blender is attribute challenged, that's for sure.

    I can't get attributes to transfer, except @Cd for vertex color (which Blender still doesn't use - it just shows up under the mesh data context). What few attributes that Blender can recognize are "hard coded". I don't foresee any change in this workflow, unless you alter the Blender code, itself.

    "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.

  9. 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 :


    Realtime engines are on the rise! I will keep an eye on this!

    • Like 1
    • Thanks 1

  10. 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



    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.

    • Like 4
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  11. 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.
    This image has an empty alt attribute; its file name is womanlight_v03.jpg
    • Thanks 1

  12. 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.

    • Like 3
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  13. 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. 

    • Like 1

  14. 2 minutes render time, left CPU and right GPU with high poly mesh 1.9GB data. (6 core Xeon and Quadro RTX5000)

    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).