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Houdini Lounge » My content creation software of choice for Houdini
- Fco Javier
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Houdini Lounge » My content creation software of choice for Houdini
- Fco Javier
- 31 posts
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Houdini would benefit greatly from an add-on store, like Blender’s Geometry Nodes, because the ghosts of the past are repeating themselves, Houdini’s stagnation in the 90s due to lack of information and help.
Technical Discussion » Apple Silicon?
- Fco Javier
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Houdini Lounge » Epic Games Invests in SideFX
- Fco Javier
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As some character says: “This is the way.” This is good news for everyone, 3dMax grew hand in hand with video games, now it's Houdini's turn. Congratulations.
Houdini Lounge » Solaris and USD advantages for one-person teams?
- Fco Javier
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Great, so all HDAs can be included with the dynamic payloads condition in the prim layer (USD Container Object). In other words, reference the HDAs as dynamic load to automatically load the entire asset into the USD system, before rendering. I am impressed by the scalability of this system. Great, thanks tamte.
Houdini Lounge » Solaris and USD advantages for one-person teams?
- Fco Javier
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tamteInteresting what you say, would it work like the cache nodes? similar.
it has been mentioned that Sesi is planning to implement Hengine as a Dynamic Payload, in which case I can imagine you can still use HDAs as porcedural generators of USD subgraphs, that will be created during USD scene composition rather than having to be saved as .usd to disk for every variation of your HDA parameters
Edited by Fco Javier - Feb. 17, 2020 16:20:19
Houdini Lounge » Mac Pro, Metal & moving forward
- Fco Javier
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tinyhawkus
Javier,
Render times are NOT similar, they vary wildly, in no small part to the API of said renderers.
Along with bunch of other Magic. The Monte Cristo is not what you think.
Ah Pbdj the Jos Stam / Aghiles tech! Amazing.
Of course, they are not similar, because it is very difficult to configure two engines at 100% of the same quality, but if you could configure it and share the same shaders in OSL or C ++, you will see that they are very similar there are almost no differences, why than? Algorithms are what they are.
Edited by Fco Javier - Feb. 11, 2020 05:48:23
Houdini Lounge » Mac Pro, Metal & moving forward
- Fco Javier
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Houdini Lounge » Mac Pro, Metal & moving forward
- Fco Javier
- 31 posts
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The new APIs of any render have nothing to do with the path tracing algorithm (Monte Carlo) invented by James Kajiya, that algorithm is present in the nucleus of 3delight, Renderman, Arnold, Vray. I will give you an example, the MacOS kernel is still a copy of Free BSD and Apple all it does is change the API but the core of the operating system remains the same since OSX was invented, this is the same for the core of the render, therefore, 3delight has not fit the equation (Nucleus) and I doubt that in The Foundry there is some illustrious math that has created another algorithm other than Mr. James Kajiya. Have you ever thought why render times are so similar? The answer is in the path tracing.
Edited by Fco Javier - Feb. 11, 2020 03:26:09
Houdini Lounge » Mac Pro, Metal & moving forward
- Fco Javier
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Midphasecallie_btw
I'm admittedly ignorant on this. From my understanding, 3Delight has never worked in Cinema 4D. Only in Maya.
Yes, I was referring about 3Delight which seems to be a compelling new renderer with a time-to-first-pixel comparable to Redshift. My understanding is that there is a C4D beta version in the works (possibly already available?), you'll need to download the beta from their site and see for yourself.
On the RS forums, someone keeps mentioning that RS (and possibly Octane) will need to wait until OSX 10.15.5 to be released (have no idea why, but supposedly it will include some necessary Metal API updates?).
I'm testing 3Delight at the moment, but if I can achieve a reasonably fast performance out of it, I might switch because I really like what I'm seeing.
P.S.
As an aside thought…rendering (and computing) is moving to the cloud. In a few years, OS platform fights and those guys running 8 2080ti GPU's in their machines are going to look ridiculous.
3delight uses the same engine as Renderman “Monte carlo” and is as old as Renderman, I used it in XSI and also a time in C4D in 2002. Anyway.
Edited by Fco Javier - Feb. 10, 2020 13:28:30
Houdini Lounge » Mac Pro, Metal & moving forward
- Fco Javier
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What makes no sense is that we have been with OpenGL API for 30 years and other derivatives, and it turns out that Redshift, Octane, Renderman, 3Delight, Vray GPU, Arnold GPU, only accelerate with CUDA, without them they are CPU engines for life. That's why I tell you that everything is SMOKE because what they haven't done in 30 years they won't do in 6 months. Nor will they invent a new technology based on graphic chips to accelerate representations as in an Nvidia RTX.
Edited by Fco Javier - Feb. 10, 2020 11:09:51
Houdini Lounge » Mac Pro, Metal & moving forward
- Fco Javier
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I am not a seller, I just try to explain what is evident, without CUDA core, there is no redshift or any other GPU render engine for new versions of MacOS. What does this mean, that AMD / APPLE does not have the technology to offer support for GPU rendering engines at the height of Nvidia. The rest is talking by talking.
Houdini Lounge » Layer from FBX file
- Fco Javier
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I think that houdini does not need layers, you can decompose the model file from the import node and create your own pipe with the visibility node without leaving the object node. Always speaking from a single file with several components.
Houdini Lounge » Layer from FBX file
- Fco Javier
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Houdini does not use Layers, but groups, you can organize all the parts of your fbx with the group node. You can also manipulate the contents of the group node independently.
https://www.sidefx.com/docs/houdini/nodes/sop/groupcreate.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/nodes/sop/groupcreate.html [www.sidefx.com]
Edited by Fco Javier - Feb. 10, 2020 06:52:49
Houdini Lounge » Mac Pro, Metal & moving forward
- Fco Javier
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One thing is clear, metal is just a graphical API, it does not accelerate renders, nor does it use Nvidia technologies to visualize RT, it is like an Opengl, but Apple-style, Amd does not have real-time RT, so neither will metal be much better than OpenGL. Everything is smoke. As advice, at this time the best thing to invest is Lnx, Win and Nvidia RTX.
Houdini Lounge » Solaris and USD advantages for one-person teams?
- Fco Javier
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I think SideFx has been right to adopt USD, I think it is the new standart, an improved and free alembic / fbx, the nature of the USD files makes it easy to handle a lot of geometry referenced with cameras and lights included, references to shaders, particles, all in one, that is incredible, having a file and modifying what is necessary without breaking the hierarchy, in addition the exchange between software is guaranteed.
Houdini Lounge » Mac Pro, Metal & moving forward
- Fco Javier
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Danah_ismail
I understand that windows are better options when using 3D Softwares and I have thought about getting Razer blade but I honestly prefer Mac laptops over Windows. As for the workstation, I might get one in the future. Right now I am looking for a laptop cause I'm always on the move.
I would appreciate some suggestions for laptops windows or mac at a good price.
Thank you
Any Lenovo ThinkPad P series it may interest you.
Houdini Lounge » Mac Pro, Metal & moving forward
- Fco Javier
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What you should observe is that Nvidia no longer creates drivers for MacOs; If you want to use RTX technology, you should look for other options that do not come from Apple. There is a pointless war by Apple to establish a graphic standard for MacOs, which leaves the professional sector in the desert. I would not buy a Mac Pro at this time, I think it is better a workstation adapted to my needs, with the technologies that are developed in Pcs it guarantees that they will always be durable in time.
“CUDA 10.2 (Toolkit and NVIDIA driver) is the last release to support macOS for developing and running CUDA applications. Support for macOS will not be available starting with the next release of CUDA. ”
“CUDA 10.2 (Toolkit and NVIDIA driver) is the last release to support macOS for developing and running CUDA applications. Support for macOS will not be available starting with the next release of CUDA. ”
Edited by Fco Javier - Feb. 5, 2020 04:57:16
Houdini Lounge » Modeling primarily in Houdini
- Fco Javier
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Houdini was never thought to be an extremely powerful modeling tool, if not focused on the visualization and control of geometry procedurally. Houdini is an amazing tool for one thing and not so much for others, as the modeling and animation of characters for example.
Houdini Lounge » H17 on Mac?
- Fco Javier
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Apple has clear goals with the metal, will try to Osx have a platform for the development of games. It offers an API that will work well on its own hardware and little else. Apple will not be able to fight with that API, among other things because Directx and Opengl have better compatibility with any hardware.
OpenGl has a lot of life left. For example, Pixar Hydra (USD) is an OpenGL implementation. I think it will have a better acceptance and support in the professional sector than Metal, which is a market maneuver.
OpenGl has a lot of life left. For example, Pixar Hydra (USD) is an OpenGL implementation. I think it will have a better acceptance and support in the professional sector than Metal, which is a market maneuver.
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