recently I did some water rendering in Arnold renderer, which you can see here. the shading worked quite well on the water and whitewater. after this started to sim a wave Tunnel in Houdini Flips. a huge wave where you actually could surf. But I run into some trouble with water shading and whitewater look,Continue reading “water shading”
Each render algorithms has different benefit in different Scene / Light Situations. Some common Render engines using following Algorithms: Here is list Pro and Con based on my own Experience : Pathtracer Pro : easy to use best for exteriors great characters and outdoor renderings Con : bad for caustic not so good forContinue reading “About Render Engines part 2”
This is a quick overview of current render Engines for Houdini and General in terms of MotionGraphics and VFX usage. There are different RenderEngines out there, each one is unique and uses different method to solve a problem. I am looking into Arnold, RenderMan, Vray, Octane and Redshift. For comparison reason I added Indigo RendererContinue reading “About Render Engines part 1”
playing with idea to use the dot product of incoming ray and surface normal to generate superfast fake caustic’s here are some tests:
I’ve did little test to compare Arnold refraction rendering vs Indigo renderer. since Arnold used spectral calculations for refraction, it was interesting to see how its sticks up to full spectral renderer like Indigo. the render settings are fairly optimized for Arnold, Indigo gives not much room for optimizing. to be as fair as possibleContinue reading “refraction rendering Anrold vs Indigo”
i am starting to use Image Engine Gaffer (opensource software) for some private projects. but vanilla version of the software is quite naked and not very user friendly, so i decided to pimp the software with my own extensions. first step, pimp the node icon’s and make it 4k screen ready.
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 #NVIDIAStudio. #arnoldrender the colours are not quite right, I am trying to integrate kelvin colour temperature. the current colour is basedContinue reading “star simulation with OpenCL”
Another test with Octane in Houdini. The render time was about 2:20 Minutes on RTX5000 for the image (in 5k resolution).
finally, I got some time to play with octane in Houdini. I am impressed with the interactivity of the renderer. The render time was about 2:30 Minutes on RTX5000 for the image (in 5k resolution).
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 useContinue reading “atmossphere volume in arnold”
I’ve made a simple scene to test the physics of light. for proper light calculation, I used spectral render Indigo and Octane. Indigo has multiple Engines, standard Spectral Path tracer on CPU or GPU and Bidirectional path tracing with MTL sampling (metropolis Light Transport). Octane has only default Spectral Path tracer on GPU but includesContinue reading “light simulation”