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 valuesContinue reading “arnold6 USD tests”
Tag Archives: GPU
fractal erode
Another test with Octane in Houdini. The render time was about 2:20 Minutes on RTX5000 for the image (in 5k resolution).
sand erode in octane with arnold
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).
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”
NNody simulation with openCL
an N-Body simulation which calculates a gravity field and corresponding velocity and acceleration contributions accumulated by each body in the system from every other body. Shows how to mitigate computation between all available devices including CPU and GPU devices, as well as a hybrid combination of both, using separate threads for each simulator. the setupContinue reading “NNody simulation with openCL”