try simulate light refraction inside Arnold. Arnold has only Spectral refraction. the result is not physically accurate like you have in Indigorender.
but it look cool and its renders so much faster !
I starting dig up old projects and scenes i 've finished. the idea this Project was to take my Fractals and scatter it into a landscapes. the goal is create a "real" alien landscape. I was looking into "alien landscape" art, but there much to find on the Internet. most alien landscape art is quite earth-like with uber-epics rocks formation or giant Mushroom. the closed thing i found was from games like "no Mans Sky", Ratchet&Clank or Starlink.
so, here we go here one attempt on alien landscape. the camera flight is rendered with 5000 splines primitives done in Arnold renderer.
quick and dirty work in progress!
here some updated beauty renderings: (all one single renderpass)
I though I try an experiment and taking my crystal into Indigo renderer. its work in progress . the crystal is "crystal" clear, but for "real world" crystal I need random scattering at bottom. I will look into Indigo's shader language.
GPU pathtracing :
back to BiDirectional MTL rendering:
having some fun with particles....
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 #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.
rendering large of amount of particle with a pathtracer is hard.
working now version with way more Particles and details. hopefully, i will able to share something soon
his is older version of earlier state of the nBody System i've build
more testing new Nested Dielectrics inside Anrold renderer
playing with idea to use the dot product of incoming ray and surface normal to generate superfast fake caustic’s
here are some tests:
I am starting to test Arnold Renderer in Houdini Solaris. it took me a while to figure how to makes it work in Solaris context. I’ve need to create beauty render pass and render product with contour sampling.
its work pretty good, there some crashes from Solaria. the live render navigation is difficult to navigate, because it take 2nd sample round to generate hatches.
the shading is yet quite simple, but i will start to generate more complex toon shadings.