Any plans to support the Apple silicon CPU/GPUs?
Test Results :
XPU = 1:13
CPU = 25.16 (@3.19 GHZ)
Intel i9 7980XE
Nvidia Titan RTX
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Houdini Lounge » XPU tests (with sample scene)
- nisachar
- 83 posts
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Houdini Lounge » You've got mail!
- nisachar
- 83 posts
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Houdini Lounge » Karma w/GPU
- nisachar
- 83 posts
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+1 for Multi GPU support including Nvlink as well as a Hybrid of CPU+GPU ( why leave that multi-core Cpu idling ?)
Houdini Lounge » Extrude along Spline
- nisachar
- 83 posts
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Houdini Lounge » Very excited for siggraph 2019 "SOLARIS" and "sneak peek demo of new rendering technology"
- nisachar
- 83 posts
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I am curious about this USD technology. Is it purely for the purpose of visualizing large scale and heavy scenes in the viewport (and renderer) where before we had to do all sort of proxy tricks… or can it completely replace the OpenGL viewport?
That is, can it be used for live geometry creation sessions as well ?
That is, can it be used for live geometry creation sessions as well ?
Technical Discussion » I can rendering with renderman but I can't find the renderman menu button on top-level menu.
- nisachar
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Set the renderman values as the first in sequence for ur variables (ahead of other variables- in this case Arnold)
For me the menu magically appeared after doing that.
For me the menu magically appeared after doing that.
Technical Discussion » Renderman 22.5 for Houdini 17.5 issue on start
- nisachar
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Make sure that the Houdini path variable has RenderMan lines first in the list if you have multiple entries.
I had the same issue and put the RenderMan line first ( before Redshift and Octane lines which I have installed as well )
That fixed the issue.
I had the same issue and put the RenderMan line first ( before Redshift and Octane lines which I have installed as well )
That fixed the issue.
Technical Discussion » Render Comparison Redshift, Arnold, V-Ray, Mantra, RenderMan, Octane
- nisachar
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Thank you for this.
It's possible that the shader setups might be slightly different for each renderer which might explain the discrepancies between each Renderer's shader quality results.
That said, Vray and Redshift, while faster than the others (CPU(+GPU?) and GPU respectively) also look underwhelming esp where transparent Shaders are concerned. This is persistent with my own experiments with these two renderers.
Octane is finicky at times but just like Arnold, I prefer it's out of the box results. Octane's transparent shader results look the sharpest and to me, the most believable. Even Arnold is muddled in some of these results ( not to mention the less than stellar rendering times )
PS: How did you setup Renderman 22 for Houdini? I have installed it but I don't see options that are different than the existing integration of the 20/21 defaults in Houdini.
It's possible that the shader setups might be slightly different for each renderer which might explain the discrepancies between each Renderer's shader quality results.
That said, Vray and Redshift, while faster than the others (CPU(+GPU?) and GPU respectively) also look underwhelming esp where transparent Shaders are concerned. This is persistent with my own experiments with these two renderers.
Octane is finicky at times but just like Arnold, I prefer it's out of the box results. Octane's transparent shader results look the sharpest and to me, the most believable. Even Arnold is muddled in some of these results ( not to mention the less than stellar rendering times )
PS: How did you setup Renderman 22 for Houdini? I have installed it but I don't see options that are different than the existing integration of the 20/21 defaults in Houdini.
Edited by nisachar - May 23, 2019 13:02:35
Houdini Lounge » Is there any tutorial about the new building generator tool in Gamedev Toolset?
- nisachar
- 83 posts
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Hello
I too seem to have trouble finding tutorials for the new game dev building generator.
Is there some link to the documentation or step by step walk through ?
Thanks
I too seem to have trouble finding tutorials for the new game dev building generator.
Is there some link to the documentation or step by step walk through ?
Thanks
Edited by nisachar - May 5, 2019 23:38:42
Houdini Lounge » Houdini 17 reactions and thoughts
- nisachar
- 83 posts
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bobc4d
why is it called Banshee?
No idea, but if sidefx sticks to these codenames, I wonder what the Dragon version will be like.
Edited by nisachar - Oct. 6, 2018 07:02:45
Houdini Lounge » Houdini 17 reactions and thoughts
- nisachar
- 83 posts
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It's a bit light on the modeling side of things but there are many useful tools and it's good that they are focusing on interactivity not just for modeling but across the board.
Proceduralism doesn't preclude interactivity. Both can complement each other.
On a side(heh!) note… I wonder why Houdini never ventured into Archviz? It would seem that Houdini would be a perfect fit for segment esp with its focus on games, where many tools that work for scene layouts and such in games can also benefit the Archviz field, esp now that many Renderers ( Like V-ray) are supporting Houdini.
Also, that construction plane looks a neat implementation ( I think I filed an RFE for it or just wondered aloud in the forums ). It remains to be seen if it is as robust as Modo's workplanes, but it's a start.
Overall positive vibes. I might even start thinking of a Z-Brush/Houdini/Marvellous character workflow what with Rigs, Fur and cloth getting much love in this release.
I also like the terrain tools but because Houdini's terrains can seemingly talk with other parts of the program, I would like to see Sidefx push terrain into areas that dedicated programs cannot. Like overhangs using true vector displacements or use terrain deformation on non-planar geometry.
Proceduralism doesn't preclude interactivity. Both can complement each other.
On a side(heh!) note… I wonder why Houdini never ventured into Archviz? It would seem that Houdini would be a perfect fit for segment esp with its focus on games, where many tools that work for scene layouts and such in games can also benefit the Archviz field, esp now that many Renderers ( Like V-ray) are supporting Houdini.
Also, that construction plane looks a neat implementation ( I think I filed an RFE for it or just wondered aloud in the forums ). It remains to be seen if it is as robust as Modo's workplanes, but it's a start.
Overall positive vibes. I might even start thinking of a Z-Brush/Houdini/Marvellous character workflow what with Rigs, Fur and cloth getting much love in this release.
I also like the terrain tools but because Houdini's terrains can seemingly talk with other parts of the program, I would like to see Sidefx push terrain into areas that dedicated programs cannot. Like overhangs using true vector displacements or use terrain deformation on non-planar geometry.
Edited by nisachar - Oct. 3, 2018 23:51:19
Houdini Lounge » Book about "Becoming a Programmer": Marc Albrecht's "The Jerk's Guide to ..."
- nisachar
- 83 posts
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Yaay !
One query: How does it work for people who have ZERO ideas about programming or scripting /
One query: How does it work for people who have ZERO ideas about programming or scripting /
Houdini Lounge » Thoughts on Substance Designer?
- nisachar
- 83 posts
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Rocks !
Substance reminds me of how Zbrush 3 changed the landscape for organic modeling.
@Kahuna031: I agree with you somewhat though I suppose 3d is an added dimension of complexity. Anyway, I wish to see Substance + Houdini get even more integrated out of the box.
Substance reminds me of how Zbrush 3 changed the landscape for organic modeling.
@Kahuna031: I agree with you somewhat though I suppose 3d is an added dimension of complexity. Anyway, I wish to see Substance + Houdini get even more integrated out of the box.
Edited by nisachar - Jan. 28, 2018 17:11:30
Houdini Lounge » Collect Project files
- nisachar
- 83 posts
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Ok Quick..
How do I collect and consolidate all files used in a project to archive them ?
How do I collect and consolidate all files used in a project to archive them ?
3rd Party » Redshift on a mac
- nisachar
- 83 posts
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Thanks. So long as the speed is only affected when loading data onto the GPU, I guess it’s a good solution.
Might look into eGPUs myself once Apple officially releases support.
Might look into eGPUs myself once Apple officially releases support.
3rd Party » Redshift on a mac
- nisachar
- 83 posts
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Does the 4x PCIe 2.0 level speed of thunderbolt 2 limit the speed of your renders with eGPUs (vs cards directly connected to PCIe slots) ?
Houdini Lounge » Threadripper 1950X Production Style Benchmark Scene
- nisachar
- 83 posts
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Why does the CPU speed read as 2.2 GHz?
The threadripper can boost two cores ( I think ) around the 4.2/4 GHz mark. That should take care of fast cores when multithreading isn't the better option. In renders, it can read reach 4GHZ on all 16 cores.
Also is the ram ECC?
Looking forward to the results.
I am myself looking to build a quad/Tri GPU setup with the threadripper platform.
The threadripper can boost two cores ( I think ) around the 4.2/4 GHz mark. That should take care of fast cores when multithreading isn't the better option. In renders, it can read reach 4GHZ on all 16 cores.
Also is the ram ECC?
Looking forward to the results.
I am myself looking to build a quad/Tri GPU setup with the threadripper platform.
Edited by nisachar - Sept. 18, 2017 21:19:21
Houdini Learning Materials » Configuring Renderman for Houdini
- nisachar
- 83 posts
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OK..
Managed to get Renderman work in Houdini 16 on MacOS 10.12 by entering the following in the Houdini.env file
RMANTREE = /Applications/Pixar/RenderManProServer-21.5
PATH = /Applications/Pixar/RenderManProServer-21.5/bin:$PATH
Managed to get Renderman work in Houdini 16 on MacOS 10.12 by entering the following in the Houdini.env file
RMANTREE = /Applications/Pixar/RenderManProServer-21.5
PATH = /Applications/Pixar/RenderManProServer-21.5/bin:$PATH
Edited by nisachar - Sept. 5, 2017 18:42:20
Houdini Learning Materials » Creating an Automatic-Animation-Rig (tutorial-project)
- nisachar
- 83 posts
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Houdini Indie and Apprentice » Q; selecting/grouping primitives by quad/non-quads?
- nisachar
- 83 posts
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