water shading

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”

About Render Engines part 2

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 : Con : BiDirectional Pathtracing Pro : Con : Spectral Rendering Pro : Con : Metropolis Light Transport Pro :  ConContinue reading “About Render Engines part 2”

refraction rendering Anrold vs Indigo

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”

star simulation with OpenCL

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”

atmossphere volume in arnold

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”

light simulation

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”