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.

Alien fractal Landscape

I starting dig up old projects  and scenes i ‘ve finished.  the idea this Project was to take my Fractals and scatter it into a landscapes.  the goal is create a “real” alien landscape. I was looking into “alien landscape” art, but there much to find on the Internet. most alien landscape art is quite earth-like with uber-epics rocks formation or giant Mushroom. the closed thing i found was from games like “no Mans Sky”, Ratchet&Clank or Starlink.   

so, here we go here one attempt on alien landscape. the camera flight is rendered with 5000 splines primitives done in Arnold renderer.


quick and dirty work in progress!

Arnold toon shader test

I am starting to test Arnold Renderer in Houdini Solaris. it took me a while to figure how to makes it work in Solaris context. I’ve need to create beauty render pass and render product with contour sampling.

its work pretty good, there some crashes from Solaria. the live render navigation is difficult to navigate, because it take 2nd sample round to generate hatches.
the shading is yet quite simple, but i will start to generate more complex toon shadings.