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Showing results for tags 'Arnold'.
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Hi Folks this is my first post. I'm new with arnold in houdini, I use to manage mantra. I'm trying to render volumes (an explosion in this case) with arnold but the volumes don't appear in the render view. As you can see in the pic I attached. Volume exists but in the render view has shown with pink cubes (I applied a standard volume to the explosion node) Does anyone know what is appening? Thanks in advantage panee.
- 2 replies
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- volume render
- houdini
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Arnold HTOA: I’m putting my note here to create a motion blur AOV for packed instances. I do everything inside Houdini for lighting and rendering. I will describe my understanding of packed geo and packed fragments as well. Link to note: https://medium.com/@vupham_37726/arnold-houdini-motion-blur-aov-bfd5b0731a0f The Arnold version I used for this note has been updated to pick up any native or packed geo/fragment and generate motion blur for it, with no extra steps required for the procedural workflow using the Procedural Object Node, as in the previous version. HTOA 6.2.5.1 Arnold 7.2.5.1
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Does anyone know how to get Point World/Pref in a shader (not an AOV) in HtoA? I'm trying to make a worldspace height mask. Embarrassingly I can get it fine using MayaSamplerInfo3D but it feels dirty (and presumably horribly unoptimised) to do it. Thanks!
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Hi, I try to install Renderman and Arnold at the same time in my Houdini Indie 18.5.351 using package json files. Unfortunately I cannot use both together. I attached the json files if anyone want to have a look. If I only use Renderman, it works fine, if I only use Arnold it works fine, as soon as I try to use both, I get errors like this if I create a new geometry: And the render rop node is missing a lot of necessary settings. Maybe anyone has some experience with this and can give me a hint what I can do? Arnold.json Renderman.json
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HI ! We have just started small new studio and we are at the point of choosing proper pipeline for us. we are free from any legacy and are able to build our pipeline from scratch we plan to switch to usd, but not sure what to use - Karma or Arnold. we have experience using both arnold and redshift in the past ....but think about using karma as the best integrated rendering solution (seems like) sidefx says that it is production ready. but does it make sense ? wouldn't we regret ? so maybe someone has already walked this way and could share some opinions ? what is better option to choose ? Thanx in advance fir any info regarding this matter
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it says in the docs: "Scatter channel to read from the volume object. This acts as a multiplier on the scatter color, to texture the color of the volume." https://docs.arnoldrenderer.com/display/A5AFMUG/Standard+Volume What multiplication is that? 1 (colour white) * density? There is a big mess in the bottom of the cloud so I'd like to know what is the formula used? what's multiplied by what? If my volume is 9 times denser and the colour is 1 (white), does it mean the denser the brighter? I've included comparison (top: empty channel, bottom: channel is density)
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I have attached files. I just can't get any self-shadows on volume. I've rendered the shadow matte testing on a polygonal geometry and it works like a charm, but for the volume (in this case a cloud) I can't get anything at all, using both: - just shadow matte AOV - duplicated volume with shadow matte material Everything works fine for polygons, nothing whatsoever works for volumes when it comes to shadow matte / pass. Am I doing something wrong? I need the self shadows of the volume. The volume (cloud) is from Disney: https://www.disneyanimation.com/data-sets/?drawer=/resources/clouds/ And here are the houdini hip files shadow_matte_polygonal_geometry_works.hiplcshadow_matte_polygonal_geometry_works.hiplc floating.bgeo.sc shadow_matte_volume_does_not_work.hiplc shadow_matte_polygonal_geometry_works.hiplc
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Hi all I need help with Arnold for Houdini installation I have this problem , Please find it in the attached file <<< Traceback (most recent call last): File "arnold_light", line 6, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\objecttoolutils.py", line 482, in genericCameraLightTool camlight = genericTool(scriptargs, nodetypename, nodename, clicktoplace) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\toolutils.py", line 1251, in new_func return function(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\objecttoolutils.py", line 441, in genericTool exact_node_type = exact_node_type) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\objecttoolutils.py", line 379, in genericObjNodeGeneratorTool exact_node_type ) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\objecttoolutils.py", line 320, in createObjNode exact_type_name = exact_node_type) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\houpythonportion.py", line 1287, in decorator return func(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.557/houdini/python2.7libs\hou.py", line 6585, in createNode return _hou.Node_createNode(*args, **kwargs) MatchDefinitionError: Failed to match node type definition. Error: Bad node type found: arnold_vopnet in /obj/arnold_light1/shopnet. Bad node type found: arnold_light in /obj/arnold_light1/shopnet/arnold_vopnet. Warning: Ignoring data for locked node: arnold_light1/shopnet/arnold_vopnet/OUT_light Ignoring data for locked node: arnold_light1/shopnet/arnold_vopnet/OUT_light Ignoring data for locked node: arnold_light1/shopnet/arnold_vopnet/OUT_light >>> Thanks Salah
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Found an annoying problem recently in regards to rendering .ass files with instanced packed alembics. So the basic set up is packed alembic geometries being sent through a "Copy to Points" sop and are packed and instanced. These are then being manipulated a bit, and then being sent through an Arnold ROP to export a .ass file. These .ass files are then being sent to Maya to render and they have rendered great. The issue I have discovered is after I pack and instance my packed alembics. I added a little processing to the "transform" prim intrinsic to give the instances a little rotation and scale the instance from 0 to 1. Rotating the instances through the "transform" prim intrinsic works great and renders fine. However, scaling the "transform" prim intrinsic matrix causes the render to send the instances to go all over the place randomly. The Houdini viewport shows the instances scaling correctly, but after exporting the .ass and rendering in Maya the instances go all over the place randomly. This is all I am doing to scale the instances. f@grow is just an animated attribute to drive the scaling of the instances. matrix3 transform = primintrinsic(0,"transform",@primnum); matrix3 scaleMatrix = ident(); scale(scaleMatrix,set(f@grow,f@grow,f@grow)); setprimintrinsic(0,"transform",@primnum,transform*scaleMatrix); Does anyone have any experience with this? I cant upload a file just yet because its a work thing, but its possible I can recreate it. This is really driving me crazy so any suggestions would be great to just try something fresh!
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Hi, I'm trying to render out some simple points (rendered as spheres) with Arnold in Solaris. Looking at the Arnold documentation, this should be a simple one-step solution but so far I had no success. There's only a single checkbox under the Geometry SOP and no other options than that. I'm able to get the camera blur however. Any input would be appreciated. Thank you.
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Hey there. little emergency here going on: can some one tell me how to render in arnold without a background. don´t have a HDRI/background object but it´s still black. tried everything i could think of and tried using a aov with a alpha map but with no success. thank you!
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Hello. I was wondering, is it possible to convert already packed and instanced geo from a copy to points sop into an Arnold readable packed geo type that I can export to an .ass file? Thanks.
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- arnold
- packed geo
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Hi everyone, I have, like others, some issues when try to install Arnold (python 2). I also have Redshift, so here is a part of my houdini.env : # htoa config start ARNOLD_PATH = "$PATH;C:/Users/Windows/htoa/htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383/htoa-6.0.1.0_rb2fc4a5_houdini-${HOUDINI_VERSION}/scripts/bin" ARNOLD_HOU = "C:/Users/Windows/htoa/htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383/htoa-6.0.1.0_rb2fc4a5_houdini-${HOUDINI_VERSION};&" # htoa config end # REDSHIFT REDSHIFT_PATH = "C:/ProgramData/Redshift/bin;$PATH" REDSHIFT_HOU = "C:/ProgramData/Redshift/Plugins/Houdini/19.0.383;&" PATH = "${REDSHIFT_PATH};${ARNOLD_PATH};${PATH}" HOUDINI_PATH = "${REDSHIFT_HOU};${ARNOLD_HOU};&" I get some error in the console when loading Houdini : [metadata] loading metadata file: C:\Users\Windows\htoa\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\scripts\bin\arnold.mtd 00:00:00 768MB | [color_manager_ocio] default ocio.config found in C:\Users\Windows\htoa\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\scripts\bin\..\ocio\configs\arnold\config.ocio 00:00:00 768MB | loading plugins from C:\Users\Windows\htoa\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\scripts\bin\..\plugins ... 00:00:00 768MB | alembic_proc.dll: alembic uses Arnold 7.0.0.0 00:00:00 768MB | [metadata] loading metadata file: C:\Users\Windows\htoa\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\scripts\bin\..\plugins\alembic_proc.mtd 00:00:00 768MB | cryptomatte.dll: cryptomatte uses Arnold 7.0.0.0 00:00:00 768MB | cryptomatte.dll: cryptomatte_filter uses Arnold 7.0.0.0 00:00:00 768MB | cryptomatte.dll: cryptomatte_manifest_driver uses Arnold 7.0.0.0 00:00:00 768MB | [metadata] loading metadata file: C:\Users\Windows\htoa\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\scripts\bin\..\plugins\cryptomatte.mtd 00:00:00 768MB | htoa_mandelbulb_proc.dll: mandelbulb uses Arnold 7.0.0.0 00:00:00 768MB | [metadata] loading metadata file: C:\Users\Windows\htoa\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\scripts\bin\..\plugins\htoa_mandelbulb_proc.mtd 00:00:00 784MB | usd_proc.dll: usd uses Arnold 7.0.0.0 00:00:00 784MB | [metadata] loading metadata file: C:\Users\Windows\htoa\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\htoa-6.0.1.0_rb2fc4a5_houdini-19.0.383\scripts\bin\..\plugins\usd_proc.mtd 00:00:00 784MB | loaded 6 plugins from 4 lib(s) in 0:00.09 00:00:00 766MB | unloading 4 plugins 00:00:00 766MB | closing alembic_proc.dll ... 00:00:00 766MB | closing cryptomatte.dll ... 00:00:00 766MB | closing htoa_mandelbulb_proc.dll ... 00:00:00 766MB | closing usd_proc.dll ... 00:00:00 763MB | unloading plugins done 00:00:00 763MB | Arnold shutdown In my htoa folder, I don't have the "script/bin/.../plugins" folder, the only plugins folder I have is in script folder. There is no subfolder in "bin". When I load Houdini, I have the Arnold renderer node, but the Property is empty. Thank you for your help !!!
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Hello guys I buit a process to build airship from a sphere, all procedural. For the decal I didn't used the labs tools as there was too many missing things indeed. How could I render the decal properly in Arnold and Redshift? Does anyone know please please please? ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
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- hard surface design
- decals
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Hi guys! I recently work on this test of Pyro dust . i will try to do more soon. I used Arnold to render and pyroclastic method for the sim with scattered points for divergence. Render time about 15 hours on my machine... Can i have our feedback and advices. Cheers https://vimeo.com/206276685
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Hi there, I hope somebody can help me I have read so many threads and tried so many things and I can't seem to get it right. If i have a very simple setup, like a grid on a copy to points, being copied to another grid. so say there's 9 grids with 1 face each. How do I tell the arnold shader to assign a different texture at random from a folder to each prim ? For example say I want to texture the windows of a building. and i have drawn 10 images of people lounging around with different layouts. and I want to randomly assign those image textures to however many primitives I have in the windows group etc. Any help would be much appreciated.
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Im trying to render a fur project using arnold, but im having a 'fatal error segmetation fault' randomly when playing with the hair generator or rendering, I am unable to render more than 10 frames, sometimes not even one... I simulated my guides with vellum, cache them, and did the usual clump, frizz process, merge every groom node together in my render geometry node.. everthying is moving correctly following the simulated guides, i also added rest position to the skin and guides but still get the error, what am i doing wrong? Thanks in advance crashlog: Traceback from 17548 ThreadId=0x00002304 CURRENT THREAD 8964 +0x7ffa75a85f31 [strlen] C:\Windows\System32\ucrtbase.dll +0x7ffa0b2f58fe [AiCreateAtStringData_private] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\ai.dll +0x7ffa151bc47e [std::_Vector_alloc<std::_Vec_base_types<OP_Context,std::allocator<OP_Context> > >::_Get_data] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa151ac40c [htoa::geo::Object::instanceFile] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa1519d106 [htoa::geo::Object::instanceFile] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa151c4118 [HtoAConvertPrimVdbToArnold] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa151c6258 [HtoAConvertPrimVdbToArnold] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa151c5414 [HtoAConvertPrimVdbToArnold] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa15180433 [htoa::geo::Object::build] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\scripts\bin\htoa_geo.dll +0x7ffa1638762d [htoa::geo::Detail::gdp] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\python2.7libs\_htoa_pygeo.pyd +0x7ffa1638a596 [htoa::geo::Detail::velAttr] C:\Users\pchoudini\htoa\htoa-5.6.0.0_r370661f_houdini-18.5.462\htoa-5.6.0.0_r370661f_houdini-18.5.462\python2.7libs\_htoa_pygeo.pyd +0x7691aed9 [PyCFunction_Call] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x769822a3 [PyEval_GetFuncDesc] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7697fbb9 [PyEval_EvalFrameEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x769823a8 [PyEval_GetFuncDesc] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7697fbb9 [PyEval_EvalFrameEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x76980f50 [PyEval_EvalCodeEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7698240e [PyEval_GetFuncDesc] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7697fbb9 [PyEval_EvalFrameEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x76980f50 [PyEval_EvalCodeEx] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\python27.dll +0x7698240e [PyEval_GetFuncDesc] C:\Program 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18.5.462\bin\libCMD.dll +0x26dbb1e5 [CMD_Manager::internalExecute] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x26dcd4fa [CMD_Manager::processInput] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x26dcbf90 [CMD_Manager::internalSendInput] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x26dcf20d [CMD_Manager::sendInputNoLock] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x26dca115 [CMD_Manager::executeNoLock] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x26dc5825 [CMD_Loop::setupForStart] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x288a5561 [tbb::interface7::internal::task_arena_base::internal_execute] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\tbb.dll +0x4d611175 [TBBPROXY_TaskArenaExecute] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libTBBPROXY.dll +0x26dc9fb5 [CMD_Manager::execute] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libCMD.dll +0x11be9bbd [OPUI_RenderDialog::launch] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libOPUI.dll +0x25b49970 [ROP_Node::doRenderCback] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libROP.dll +0x1248ead2 [OP_Node::triggerParmCallback] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libOP.dll +0x145926ed [PSI2_DialogPRM::performParmCallback] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPSI2.dll +0x11ab00a5 [OPUI_DialogPRM2::performParmCallback] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libOPUI.dll +0x1458b8c4 [PSI2_Dialog::triggerParmCallback] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPSI2.dll +0x14587d99 [PSI2_Dialog::parmChanged] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPSI2.dll +0x145b7a43 [PSI2_Vector::changed] C:\Program Files\Side Effects Software\Houdini 18.5.462\bin\libPSI2.dll +0x10ce49ef 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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.
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I am very new to Houdini, so please be patient with me. Thanks. I am working on a procedural environment which was rendering fine yesterday evening, but now will not render and is giving me a bunch of errors. I am using Arnold for Houdini 18.5.596. I have attached my Houdini file and a txt with the errors I am receiving. I wish I could be more specific with my problem, but I have no idea what any of these errors mean or what could be causing them. Apologies. Thank you for your help. mountain20.hipnc message.txt
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Hi, my problem is that I cannot create shadows on my tiles. test.01.hip Whenever I render with Arnold and a skydome light, there are no shadows on my tiles. Any help would be appreciated. Thanks.
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Hi, I want to export spectra value from Ocean evaluate - Export to Texture from Houdini and I want to apply same texture to maya and render in maya>arnold or redshift. If there is any help would be highly appreciated . Basically I need to render Ocean Simulation in maya instead of Houdini . Please Help!
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Hi guys, I'm testing Arnold for Houdini and I noticed that mesh light doesn't work in any condition. So do you think there is a way to recreate a mesh light with Arnold light shader? Thank you
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I am trying to replicate Houdini'sBasic liquid shader (E.g. Vorticity )and uniform volume shader in a Flat Tank created using Shelf tools while rendering using Arnold and so far I am unable to achieve anything close to what I get in Mantra. Could anyone let me know If it is possible in Arnold, If yes what should I do?
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- flat tank
- liquid shader
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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 !