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Found 91 results

  1. I'm trying to share osl shaders for all DCC about 97 osl shaders but I need some help to convert a int slider to a toggle checkbox(boolean) in mtd file. here is an example to load a texture [attr Add] houdini.label STRING "Add" houdini.type STRING "file:image" houdini.callback STRING "python:import htoa.texture; htoa.texture.imageFilenameCallback()" This create a button to load texture Here is an example for popup menu [attr Coordspace] houdini.type STRING "menu:replace:menu" houdini.menu STRING "world;world;object;object;camera;camera;shader;shader;screen;screen;NDC;NDC" This create popup menu with :world, object, camera, shader, screen, NDC How can I convert a slider to a toggle checkbox for this: [attr AutoGamma] houdini.label STRING "Auto Gamma" min FLOAT 0 softmax FLOAT 1 any help will be appreciated
  2. Hi, So I'm getting started with arnold through lops. The solaris workshop from sidefx is great but since we use arnold I'm missing a few pieces of the puzzle. 1. Aovs, is it correct that I need to create one rendervar node per AOV I want to export? I have tried both Raw type with "RGBA", "N" etc and LPEs: "C<RD>A" but don't get any output. 2. Is it correct that after the rendervars are defined we add a renderproduct node to reference all the rendervars, and give the image a name, is this where we add frame padding and fileformat, .exr? 3. Rendering with arnold standalone. After the "renderproduct" we add "rendersettings" and "usdrender_rop", none of those has any settings for exporting .ass files, do we render the final shot-usd file directly? And in that case what do we submit to deadline for example, a husk-job? If so what sort of licenses are used to pick up husk jobs? Any clarifications are greatly appreciated. Regards,
  3. Hello, I made a comparison between Arnold and Mantra renderer about vdb motion blur. Mantra works like a charm, but anyone knows why Arnold volume motion blur looks like this??
  4. Hey guys, I've installed Arnold version 5.0.1 for houdini 17.5.460 on windows but I can't get it to show up as a render option (I only have mantra and renderman available) I've looked at other forums and I've changed my .env file to match my directories but no luck unfortunately Thisi my .env file: # # Houdini Environment Settings # # The contents of this file are read into the environment # at startup. They will override any existing entries in # the environment. # # The syntax is one entry per line as follows: # VAR = VALUE # # Values may be quoted # VAR = "VALUE" # # Values may be empty # VAR = # # Example: # # HOUDINI_NO_SPLASH = 1 # htoa config start PATH = "$PATH;C:\Users\Danny\htoa\htoa-5.0.1_r5e954ab_houdini-17.5.460/htoa-3.2.2_rdc1beed_houdini-${HOUDINI_VERSION}/scripts/bin" HOUDINI_PATH = "C:\Users\Danny\htoa\htoa-5.0.1_r5e954ab_houdini-17.5.460/htoa-3.2.2_rdc1beed_houdini-${HOUDINI_VERSION};&" # htoa config end Any advice? Thanks
  5. Hi everyone, I'm trying to render vdbs with motion blur using mantra and arnold. With mantra it's working fine, but with arnold the motion blur won't be proper. I made a comparison. You can clearly see, something is not right. It became more obvious when I increased the velocity. The motion blur with mantra is excellent, but with arnold it became a mess. Do you have any idea what is happening here?
  6. Hi. I'm currently unable to obtain motion blur on render using Houdini and HtoA for a destruction sequence in a shot. This is a standard rbd setup using a packed .bgeo.sc geometry file. I am transforming this geo using the bullet simulation points transform attributes with the "Transform Pieces" SOP. It allows me to have @v attribute on my packed geo but Arnold doesn't seem to pick it up even though motion blur is enabled on my ROP. It seem to be due to the fact that my geo is packed since upacking it and transfering @v from the packed geo to the unpacked geo allows motion blur to work. This is a very noticeable performance hinder at render time since the geo is heavy and unpacking adds useless overhead. I was wondering, what is the proper "clean" workflow to render rbd simulation sequences from Houdini with Arnold? Would creating a .ass archive solves the problem? If so, do i have to export each frame, unpacked, to the archive? If so, it seems like a waste of hard drive space and time... Hoping someone can shed some light on this.
  7. Flat Tank and Arnold

    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?
  8. Hello everyone. I made an explosion. I am rendering it at Arnold. However, I want to apply rest noise to temperature, but I am not sure how to do it. Inside the shop, I created the arnold shader as shown below. And I tried to apply rest noise. I don't know if I do this, but ... Rest noise doesn't seem to be applied, and when you just apply noise, the noise is broken. I want to make noise naturally, what should I do? Please help me. Thank you.
  9. Hello. This is a question about Arnold Render. 1. I want to apply noise to temperature. Let me know if you have any tips. (Or even related data ..) 2. How can I make a volume light on a mantra render in Arnold? Thank you. Images are captured videos (vimeo.com/346618946)
  10. Does anyone know if there is a way to use a image in COP network for Arnold dome light texture? I'm using this expression to read the image. op:`opfullpath("/img/comp1/OUT/")` It works with Mantra but it doesn't seem to work with Arnold. Perhaps this is not supported in Arnold? Thanks!
  11. Forest Fire

    Forest Fire entirely done using Houdini and Rendering in Arnold.
  12. hey guys. I'm a little in trouble. Arnold mesh light doesn't work well though I've tried it in the documentation and the topics here. Attach hip data. What is the problem? meshlight_test.hip
  13. Hello, I have a particle simulation in Houdini that I exported in a .bgeo sequence and collapsed into a Digital Asset. I import it in Maya using the Houdini Engine plugin, which allows me to load the .bgeo sequence. After shading, my particles are visible both in the viewport and in the Arnold Render View. Everything looks good. But when I try to render them using Render Sequence, they disappear. Same thing for Batch Render. I've tried looking through all the AOVs, using render layers, but my particles just won't render. Is there anything I'm doing wrong? Is the problem coming from the way I export my particles in Houdini, or from Arnold itself? Thanks in advance.
  14. How could we achieve something like that? I am genuinly interested on this technique. masking the effect, proyecting the texture, displacing the volume thanks
  15. 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.
  16. SHOP - how to get wire boolean?

    Hi. Is any variable that stores information about wire existence in shader editor? I mean, I need the variable that is 1 when the texture is connected to base_color slot and 0 when there is not. What I'm trying to achieve is the arnold texture preview in the viewport. I created a texture tag in the parameter interface and it works but I want to the “use Texture” toggle be connected with the variable I mentioned. Also, is it possible to get the name of the node that is connected to the slot? In my case, the result would be “image1”. If not, is any different way? Thanks.
  17. I am facing issue while I am rendering Fur with Arnold CPU everything works fine but the moment I changed it to GPU it renders Fur with any textures and takes longer time than CPU. I am using RTX 2070 with Ryzen 3700x with Arnold Version 4.4.1. Please let me know what I am doing wrong.
  18. Hey there, for a long time now i am trying to install arnold ofr houdini. But after doing what the tutorial (text file) said nothing works. I tried 10 times differents methods but no soluce found. Could you please guide me please? I tried also with borisfx-rlm but same result. Cheers
  19. Help me please... I have a scene with fluid and whitewater in it . How do i render it in Arnold. ? I am able to render Water by giving it the water shading, but not the white water. I tried exporting whitewater to VDB and then tried shading it as Arnold Volume. I am very new to houdini, struggling with this concept. Any hint will be appreciated..
  20. Hi, Im new to arnold for Houdini and want to know if there is a way to directly specify a vdb volume in the string path instead of a file on disc. for e.g.: I tried: /obj/cloud/OUT op:`opfullpath("/obj/cloud/OUT")` op: /obj/cloud/OUT ( without any luck) thnx for the help!
  21. Hey guys, Does anybody know how to split specular pass on to 7 different(depending on AOV light groups)? I render specular reflection of a floor (with shadow matte material on it) on a glass and it looks like when I start using a shadow matte node it pulls AOV light groups together and after that Its not possible to render them separately. Or maybe somebody could share a good tutorials or articles about shadow matte it would be really helpful Thanks
  22. Hi, anyone knows if op: path like op:/obj/Sphere/cop2net1/OUT should work in Arnold shader? Arnold Voppnet > standard surface > "image" node to color cant get it to work. I also tried opfullpath(/obj/Sphere/cop2net1/OUT) B.
  23. Hello folks, After enjoying myself immensely shading in Mantra (Kursk and Angel Has Fallen) for two years, I now find myself in a new Houdini situation: Arnold. Why Arnold? It is one of those situations where multiple vendors are handling the same assets, so my hands are tied here. Anyway, I have no end of trouble getting Arnold to render my textures. Primitives or existing geometry assets can be shaded and lit, but once textures are added to the mix... nothing (that is they render black as that is the missing textures colour). I must be missing something painfully obvious. My best guess is that Arnold somehow doesn't automatically pick up the UVs of the primitives or other imported geometry, because if I add a UV texture node to my box primitive, I can get textures on it. But the primitives' native UV layout is lost (or never activated). So... who can be the man of the hour and point me in the right direction?
  24. Arnold volume not rendering

    During an Houdini course a teacher ask us to render volume with Arnold, so I create a sim with pyro solver and a volume shader, and I render, sometimes it works sometines not ? I'm a bit dissapointed, I really don't understand, if it's not working all times ok but in my case sometines yes sometimes no ??? Can you help me please Thx smoke arnold.hip
  25. Hey guys ... we are looking into establishing an ACES pipeline, I was curious if Houdini had any sort of color management rules system similar to Maya. Here is a screen capture of the Maya implementation that applies rules to image types. We are going to start by using Arnold's .TX format to apply these rules to each image category. Thanks Mike
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