marble rendertest

Inspired by great Marble renders and Shader hack by Lee Griggs. I’ve decided to recreate some tricks with different render engines, a little render Comparison.

The basic idea, using a glass shader for outter shell and an inner sphere with textured volume to fake depth. this way, you will save a lots of work with actually modeling the inner part of a marble. Spectral renderer don’t use this kind of trickery they can actully the inner part as real glass medium (using textures).

I’ve use Cycles (Blender), Renderman, Arnold, Octane and Indigo Renderer. I’ve tried to create a Marvel in Redshift, but i could make it work with single texture and 2 spheres. For Redshift you need actually model a marvel to get realistic rendering.

the spectral rendere engines was the fastest by far. that’s because with spectral render I used a medium instead of volume for interia, that’s saves a lot of render time.

here is quick test with single glass object with Indigo and Cycles :

this here are glass spheres with regular solid texture spheres inside:

gafferCycles test

After a while, I’ve started to pick up GafferCycles. Its an openSource integration of Blender’s Cycles render engine into Gafferhq. (written by Boberfly)

i using the free camera model from 3d Model Haven.

so far the Test looks pretty promising, also discovered some bugs which reported. I can’t to try on more complex scenes.

arnold6 USD tests

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 values changes and light exposure changes. Also, Arnold6 GPU have big render artifacts with spline render mode set to “Thick”. what it look likes a cool shader, are actually render artefacts.

also arnold6 GPU renders 5 times slower then CPU version as soon i turn on SSS or transmission. ( quadro RTX5000 vs Xeon 6 core at 2.4 GHz )

Gaffer make over

i am starting to use Image Engine Gaffer (opensource software) for some private projects. but vanilla version of the software is quite naked and not very user friendly, so i decided to pimp the software with my own extensions.

first step, pimp the node icon’s and make it 4k screen ready.

testing new Arnold 6.0.3 GPU renderer update on particles

Recent HtoA 5.2.1 made it possible to actually use Arnold6 GPU in Houdini, i tool it on a test ride with particles. (5 million particles).

the setup is quite simple, pure diffuse shading only AA samples. I’ve chosen a darker frame to test the sample quality.

CPU 2 minutes on 6 core Xeon

GPU 1 minute (Nvidia Quadro RTX5000), same sample count the CPU render above but more little more noise.

GPU 1:30 minute, increased the sample to get a noise free render.

the Arnold GPU render it getting slowly faster the Arnold CPU in some cases, there is still long road ahead to for the GPU renderer speed to catch up with competition.

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 based on density and speed.  

In this simulation, I assumed  48% amount of negative gravity to fill the mystery of dark matter. I used 1 million nbodies for the simulation.  for the steps, I am planning to add finer particle streams to get more details.