water rendering with arnold GPU

i am starting to look into water effecst shading, this 1st simualtion with Houdini solvers. the foam is a little over-the-top. but i think the shading itself start to come together. with the new Arnold GPU updates its getting really fast., specifically when i am using Arnold Operators.

i’ve created underwater bubbles in extra simulation to make the side view nicer.

all this above was done in Houdini and regular Anrold htoA plug in.

here i am testing the scene in Gaffer, the IPR is quite fast in here. the next thing i wanna try to use Solaris.

marble rendertest

Inspired by great Marble renders and Shader hack by Lee Griggs. I’ve decided to recreate some tricks with different render engines, a little render Comparison.

The basic idea, using a glass shader for outter shell and an inner sphere with textured volume to fake depth. this way, you will save a lots of work with actually modeling the inner part of a marble. Spectral renderer don’t use this kind of trickery they can actully the inner part as real glass medium (using textures).

I’ve use Cycles (Blender), Renderman, Arnold, Octane and Indigo Renderer. I’ve tried to create a Marvel in Redshift, but i could make it work with single texture and 2 spheres. For Redshift you need actually model a marvel to get realistic rendering.

the spectral rendere engines was the fastest by far. that’s because with spectral render I used a medium instead of volume for interia, that’s saves a lot of render time.

here is quick test with single glass object with Indigo and Cycles :

this here are glass spheres with regular solid texture spheres inside:

arnold6 USD tests

I am testing new Arnold6 native USD support. Fist time to pixel is super fast, 2-3 seconds on arnold6 CPU with 1 million splines USD asset 8 sec. on Arnold6 GPU in Houdini and Gaffer.

Its a shame, that’s Autodesk HtoA plugin is is unusable. interactive rendering does not takes any updates, except shader values changes and light exposure changes. Also, Arnold6 GPU have big render artifacts with spline render mode set to “Thick”. what it look likes a cool shader, are actually render artefacts.

also arnold6 GPU renders 5 times slower then CPU version as soon i turn on SSS or transmission. ( quadro RTX5000 vs Xeon 6 core at 2.4 GHz )