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Found 78 results

  1. How could we achieve something like that? I am genuinly interested on this technique. masking the effect, proyecting the texture, displacing the volume thanks
  2. 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.
  3. 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.
  4. 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.
  5. 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
  6. 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..
  7. 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!
  8. 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
  9. 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.
  10. 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?
  11. 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
  12. 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
  13. Hey guys, I'm pretty new to Houdini and I'm doing a train crashing through a wall. Currently I'm trying to export the animation of the crashing wall (via Alembic (~600mb/frame) to Maya Arnold to shade and render it. Viewing it in the viewport of Maya is no problem but as soon as I try to look at it in render view Maya freezes. Is there an easier way to export the crash Animation of the Wall to Maya? Or some option in Maya to make it easier? I fractured the wall with some detail with the RBD Material Fracture Node and unpacked the dopimport before I exported it to an Alembic. In the hip file is only the fractured wall for testing Thanks for the help wall_test.hipnc
  14. 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!
  15. Awesome: https://www.arnoldrenderer.com/news/press-release-arnold-5-3-gpu/ Seeing news like this, and the upcoming Renderman XPU, I'm more and more interested each passing day in knowing if Mantra will be GPU-based (or accelerated at least) some day...
  16. Hi everybody! Share your methods of debugging a render time in houdini, how it can be registered for each frame. Perhaps there is a way to display the render time over the frame, for subsequent comparison? Thanks!
  17. There is any problem with licensing, but when I render this shot. It just looks like this. Lights doesn't affect to scene now. Is there any additional option about this problem ?? Help me !
  18. Arnold Instance Offset Volumes

    Hey there, Having a little bit of Arnold trouble, I'm a little inexperienced rendering limitations and instancing with Arnold. Trying to load in instanced vdb's via an instancer obj node, using per point instancefile. But they're not renderable.. I did same with instance sop, but they weren't renderable, until I unpacked them -- which I believe defeats my purpose. Just trying to instance a volume , and offset time for variation. --- probably limitation with packed prims with Arnold but it'll work if I directly Instance Object my Arnold Volume obj node (where I lose offset control, per point). So a little confused. htoa 3.03 atm perhaps I could update because I've been told recently packed prims were further supported. Houdini Indie, so no access to .ass files. If I @instancefile (instance sop), I get access to the frame variable. but I have to unpack. If I @instancefile (instance obj), within an instanceobj, I get no render effect. If I @instancepath (instance obj), within an instanceobj, I can render, but have no access to the frame variables. Cheers, will play around with and give my solution if any.
  19. Hello everyone, I am currently a student and a young Padawan I block a lot of candle effect and I need your help ... My candle effect works well in the scene view but I have a lot of difficulties to find the same effect in Arnold on Maya despite exporting to: "convert VDB" "VDBvectorMerge" "Primitive" then my cache VDB ... So on Maya I can not seem to recover the same aspect with a arnold volume and my aistandardvolume ... Will anyone here help me? I leave you the scene to better understand ... candle.hip source_volume_cache.7z
  20. Hey! I'm looking into rendering some clouds with arnold, but as far as I understood I can only render cached vdb files, problem is this workflow looks very slow as I have to go back and forth between volume shaping and rendering, and if I have to write out vdbs each time I change something I'm not sure this will be ideal for me! cheers!
  21. I'm having an issue where some of my instanced objects are not casting shadows when rendering to Arnold. In my example project that I've uploaded, box_instance_1 is not casting shadows on the ground plane where as box_instance_2 is casting shadows perfectly fine. Even stranger, when I hide box_instance_1 from render, box_instance_2 suddenly does not cast shadows. As far as I know I've set up both instances in the same way. Clearly something weird is going on, and I'd love to know if anyone else has encountered this issue? I'm on version 16.5.439 rock_instances.hip
  22. Hi, I'm trying to find a way to export nested .ass files - for example with a crowd. I can get a crowd exported using alembics using this method - but I was wondering if anyone could point me in the right direction for exporting, say, each agent as an arnold procedural within a single arnold procedural i.e. nested. cheers
  23. Sticky Arnold Triplanar Texture

    Hey guys and gals. Im playing with something in Arnold for Houdini. I created a cube and shattered it in quick falling down sim. Created rest position before assemble and simulation. After sim I do unpack (all attributes preserved) attach shader (just standard with checkerboard) to see how triplanar shader works with animated geometry. It works as expected for the first part. Renders trough all the pieces all nice. But obviously when pieces start moving (falling) they slide trough triplanar projection. Now, there is this coord space option that says Pref and according to the docs is a vertex in reference pose, great I was thinking that is it. But still pieces slide trough triplanar texture. I tried copying and renaming rest attribute (created after voronoi on first frame) from points to primitives and even renaming to pref...but it’s not working. Was anyone able to create sticky triplanar texture in htoa? Thanks a bunch!
  24. Hello, I have problem creating skin shader in Houdini using Arnold. As creating proper skin shader i need to have: Base color map - Dictates base color of skin Epidermal Color map - Outer layer of skin Subdermal map - Deepest layer of skin Mid scatter map - This is layer where i want to paint also veins Specular map primary- Dictates skin general specularity Specular map secondary - Dictates where are the oili areas in the face (As you may know skin is in some areas more oily then others) Displacement map Curvature map * AO map Note! i use UDIM-s Here is video i made where i try to also explain the issues i have.

    Hey ! So I made a particle simulation in houdini, from a base mesh then I convert the particles to VDB and then back to polygon with the the convertVDB node. I exported a frame in OBJ en opened in Maya, next to my original base mesh. I apply the same arnold volume texture to both, and I got 2 totally different looks. How is this possible ? They are both polygons ? (The one in T-pose is the original base mesh).