first 3delight test in houdini

General / 14 January 2020

3delight is back from the dead. It looks great so far, currently, it can't beat Renderman. plus its beta, I had issues with portrait camera format.

the image below is with 3delight, clock in 4:20 min



  

Metalic realtime shading in blender

General / 13 January 2020


test with previs Scene but with Blender realtime Eevee render. 2 million polygons. 10-20 fps on RTX 5000. (live viewport below)

the offline rendering took 3 seconds not sure what is causes, probably loading time

Houdini openGL ROP :


the prman 2-minute rendering for comparison :


Realtime engines are on the rise! I will keep an eye on this!


 

Renderman Spline rendering

General / 11 January 2020

I’ve tested RenderMan with spline rendering. it’s much faster compared with baked Geometry. the spline primitives are very good in Renderman.

I’ve stopped the test with mantra after 10 minutes, it is super slow even with optimized render settings.


the Renderman images rendered for 3:20 on a 6 core Xeon
2.7ghz with pxr pathtracer. 4k resolution

geometry:

splines primitives:

rendering splines directly saves a lot disk space and meshing time. interactive rendering was super responsive.

Octane 2019.2 renderings is very fast, I’ve used the geo to render it. 2 minutes, as except its lot faster the CPU renderings. the spline rendering in octane does features custom width yet.

Octane gives physical correct shading out of the box. Renderman the shading is extreme flexible with NPR renderings, which is hard to get in Octane. the IPR responsibility was a little slow with shader tweaks.

Renderman 23 sampling test in Houdini

General / 03 January 2020

i am testing the different integrators of Renderman 23 in Houdini. the limit was 2 minutes render time on a 6 core Xeon, one HDRI dome light. Alembic geo 1.7 GB file.

direct lighting vs Pathtracer (below)

pxr unified vs pxr unified bidirectional (below)

pxr bi directional path guiding vs pxr vcm (below)

the shader settings for pxr unified integrator need to be adjusted to match the look. it took 30 seconds for the first pixel. the interactive responds time is excellent . the clamped highlights comes the buggy Houdini 18.0.287, below some scene with Houdini 18.0.237

Renderman 23 CPU vs Arnold 6 GPU (below)

the reflection differences come from normals, Arnold calculates it’s on normals, Renderman took the normals from the Geometry. i’ve tried with Karma but i had issues and crashes with it.

Arnold 6 CPU vs GPU part 2

General / 31 December 2019

2 minutes render time, left CPU and right GPU with high poly mesh 1.9GB data. (6 core Xeon and Quadro RTX5000)

in this cache, the GPU was faster and more stable. its response time on shaders changes not too bad. only sampling changes took 3-4 seconds to respond

.Octane was crashing on this scene while loading the geometry. Blender Cycles needed 4 minutes to load the alembics.

the CPU is much more efficient in cleaning up the final noise than the GPU. the render result is line up on both, but sampling is quite different. it would be impossible to mix CPU and GPU renderings.

In the end, the GPU rendering is a little faster the CPU rendering (once you optimized the render setting.) Optix GPU rendering does not support GPU BVH branching only pure AA samples, that’s properly why I am not getting the excepted massive render speedups on the GPU.

Tests in Blender showed CUDA rendering are faster then Optix rendering (with RTX).

the way of Light simulation's

General / 28 December 2019

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 includes an MTL sampling method. I’v also added Renderman 23 to the test with its unified rendering integrator. It supports bidirectional path, manifold caustics and path guiding on the CPU.  

Another render engine like Arnold or Cycles with regular Path tracing would impractical fro complex light calculation tasks.

The base scene is Sphere and squashed Sphere underneath inside a volume box (uniform VDB).      

The following image is the result of Indigo Renderer with BiDirectional path tracing and MTL. It was by far the fastest rendering.



Arnold 6 CPU vs GPU

General / 28 December 2019

I've start test Houdini 18 and Arnold 6. the first test was simple splines rendering, 250.000 splines instanced 25 times. it loads a 140MB alembic file.

rendered in 6 core Xeon CPU and Nvidia Quadro RTX 5000.



the startup for Arnold GPU is slow, it renders faster, so its seems but for clear up the final image it takes for forever or just dropped /crashed, hard to tell on the GPU. the CPU is quite fast but much slower then GPU if it ever would finish. (adaptive sampling was on)

so far i am not impressed with the Arnold GPU rendering.


here the same scene on my MacBook in Arnold 5 CPU (no adaptive sampling)


Arnold 6 CPU vs GPU part 1

General / 28 December 2019

I’ve start test Houdini 18 and Arnold 6. first test was simple splines rendering, 250.000 splines instanced 25 times. it loads a 140MB alembic file.

rendered in 6 core Xeon CPU and Nvidia Quadro RTX 5000. (windows 10 pro)

the startup for Arnold GPU is slow, it renders faster, so its seems but for clear up the final image it takes for forever or just dropped /crashed, hard to tell on the GPU. the CPU is quite fast but much slower then GPU if it ever would finish. (adaptive sampling was on)

As soon as Arnold finish rendering the scene, it stops and do not refresh any more on parameter changes. so far i am not impressed with the arnold GPU rendering.

here the same scene Arnold CPU with only direct Lighting. (on my macbook)

some test with Arnold GPU. it performed much better with just direct lighting.

Abstract Renderman test in Houdini

General / 27 December 2019

I've open a Houdini and rendered with RenderMan 22.6.  I used only xrDirectLighting integrator and the render speed was super fast on CPU. I've ditched the Pathertracer for this scene, it gave no visual benefits/improvement in this case. Pure spline rendering, no Polygon meshes.





atmossphere volume in arnold

General / 27 December 2019

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 environment with VDB cloud. I've used a mesh light for inner character illumination. 

it's a shame I could not use Arnold 6 GPU, because of its missing features. Volumes would boost get huge speed boost with volume raymarching on a GPU. I had to use a denoiser from Affinity Photo in dark areas.