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Solid Angle Arnold for Houdini (HtoA) v1.7.0
Software » 3D | автор: SonyQ (27.09.15)
Solid Angle Arnold for Houdini (HtoA) v1.7.0

Program Name: Arnold for Houdini (HtoA) v1.7.0
Program Type: SideFX Houdini plug-in
Developer: Solid Angle S.L.
Release Date: 13.09.2015
Interface Language: English
Platform: SideFX Houdini v14/15
File Size: 21.82Mb / 21.81Mb / 21.83Mb

Arnold for Houdini (HtoA) представляет собой подключаемый модуль к Houdini, который перебрасывает мостик к системе рендеринга Arnold из стандартного интерфейса Houdini. После установки, а модуль загружается в Houdini, всё, что нужно сделать, так это выбрать систему Arnold в Houdini для рендеринга сцен. Arnold - это система глобального освещения, включающая современные методы трассировки лучей и физически точного затенения. Arnold предлагает больше скорости, больше мощности и более высокое качество. Это обеспечивает студии явным конкурентным преимуществом - особенно в крупнобюджетном производстве.

За последние несколько лет Arnold был использован для создания уникальных визуальных эффектов в главных эффектах художественных фильмов, анимационных художественных фильмов, а также в дорогостоящих коммерческих проектах. Компания Sony Pictures Imageworks использовала систему Arnold ранее, и будет использовать её во всех предстоящих фильмах.

Arnold использует передовые алгоритмы для наиболее эффективного использования аппаратных ресурсов компьютера: память, дисковое пространство, процессорные ядра, а также SIMD-расширения SSE.

Архитектура Arnold была разработана для простой адаптации к существующим конвейерам. Система построена поверх системы подключаемых узлов; пользователи могут расширять и настраивать систему посредством написанием новых узлов шейдеров, камер, фильтров и драйвера вывода, а также процедурной геометрии, собственных типов лучей и геометрических данных. Основная цель архитектуры Arnold заключается в предоставлении полного решения в качестве основного визуализатора при работе над анимацией и визуальными эффектами. Однако Arnold также может использоваться как:
• 'Лучевой' сервер для традиционных построчных визуализаторов
• Инструмент для запекания или процедурной генерации данных освещения (карты освещения для видеоигр)
• Инструмент интерактивного рендеринга и пересчёта освещения

Чем отличается Arnold?
Arnold представляет собой движок рендеринга без допущений на основе методов трассировки лучей и путей. Он не использует алгоритмы кэширования, которые добавляют артефакты, такие как метод фотонных карт (Photon mapping) и окончательная сборка (Final gather).


MtoA is a plug-in for Autodesk Maya which provides a bridge to the Arnold rendering system from within the standard Maya interface. Once installed, and the plug-in loaded in Maya, all you need to do is select Arnold rendering in Maya to start rendering your scenes. Arnold is a global illumination system incorporating modern ray tracing and physically based shading techniques. Arnold offers greater speed, more power and higher quality. This gives studios using Arnold a distinct competitive advantage - especially in big-budget productions.

Over the past few years, Arnold has been used to create unique visual effects in major VFX feature films, animated features, and high-end commercial projects. Sony Pictures Imageworks was the catalyst for the professional adoption of the product and will use Arnold in all upcoming films.

Arnold uses cutting-edge algorithms that make the most effective use of your computer’s hardware resources: memory, disk space, multiple processor cores, and SIMD/SSE units.

The Arnold architecture was designed to easily adapt to existing pipelines. It is built on top of a pluggable node system; users can extend and customize the system by writing new shaders, cameras, filters and output driver nodes, as well as procedural geometry, custom ray types and user-defined geometric data. The primary goal of the Arnold architecture is to provide a complete solution as a primary renderer for animation and visual effects. However, Arnold can also be used as:
• A ray server for traditional scanline renderers
• A tool for baking/procedural generation of lighting data (lightmaps for videogames)
• An interactive rendering and relighting tool

Why is Arnold different?
Arnold is an unbiased ray/path tracing engine. It doesn't use caching algorithms that introduce artifacts like photon mapping and final gather.

• All Arnold cameras (perspective, orthographic, spherical, fisheye) with depth of field and advanced shutter controls.
• All Arnold lights (point, distant, spot, quad, disk, cylinder, skydome, mesh) with light filters and accurate viewport representation.
• Custom Arnold shading network context with a comprehensive list of 106 shaders and utilities.
• Atmospheric and background effects.
• Volume rendering with support for OpenVDB and particles.
• Polymeshes, curves, points with support for displacement and bump mapping and subdivision.
• Procedurals, with sample Alembic and mandelbulb implementations.
• Accurate motion blur (transform, deform, velocity, acceleration), overridable per object.
• Geometry attributes translation as user data.
• Optional Arnold properties for objects and cameras.
• Render to AOVs, in single or separate files.
• Support all Houdini rendering contexts (render region, mplay, render viewer, render COP, batch), with support for AOVs and clickable buckets.
• Interactive rendering (IPR) allows parameter changes to be rapidly previewed without interrupting your work.
• Instancing.
• Multi-camera renders.
• DeepEXR support.

HtoA Documentation >>

What's new in v1.7.0:
Core enhancements, see the full Arnold release notes >> for more details.
- Refractive dispersion: The standard shader now supports chromatic dispersion through refraction. The new parameter dispersion_abbe specifies the Abbe number of the material, which describes how much the index of refraction varies across wavelengths. For glass and diamonds this is typically in the range 10 to 70, with lower numbers giving more dispersion. The default value is 0, which turns off dispersion. The chromatic noise can be reduced by either increasing the global AA samples, or the refraction samples. (core#4835)
- Volumetric scattering AOVs: Direct and indirect scattering in volumes can now be rendered separately using the new volume_direct and volume_indirect AOVs. (core#4806)
- Perspective OpenVDB volumes: The accompanying OpenVDB volume DSO provided with our DCC plugins has now been optimized to render perspective grids, also known as frustum buffers. The speedup depends on the specific perspective transformation, but we have seen 4x-6x faster rendering in tests. (core#4827)
- Faster volumes: Volume lookups with multiple channels render 5% faster in various tests. (core#4516)
- Faster curves: Curves in thick mode now render 2-20% faster. Curves with non-zero min_pixel_width now render up to 2x faster. (core#4823, core#4824)
- Faster deep EXR: The driver_deepexr node has been optimized, resulting in up to 25% faster rendering, most notably when using volumes. (core#4811)
- Faster subdivision: Several optimizations were added to the Catmull-Clark subdivision engine. Adaptive subdivision mode is now 4% faster, and smooth derivatives (as needed by anisotropic surface shading) are 27% faster while using 8% less memory. (core#4832, core#4837)
- Faster opacity: The arnold core shaders (lambert, standard, etc...) now make use of AiShaderGlobalsApplyOpacity() which can result in significant speedups when shading with partial opacity, or when using opacity-mapped tree leaves. This optimization is controlled by options.enable_fast_opacity. We have also improved AiShaderGlobalsApplyOpacity() so that it is faster and higher quality than before. User shaders are advised to make use of this function in order to benefit from the faster opacity . (core#4434, core#4775, core#4800, core#4814)
- Driver time stats: Output driver time is now reported in the render time section of the log file stats. This can be used to detect bottlenecks related to deep image output, excessive number of AOVs or networking issues. (core#4840)
- Separate direct and indirect SSS: Variants of the SSS/BSSRDF shading and lighting API that return both the direct and indirect results separately now exist. The built-in standard shader and the external skin shader have also been extended to make use of this new API by means of separate direct and indirect SSS AOVs. (core#3217)
- Depth of field: Perspective cameras have a new persp_camera.flat_field_focus attribute which is set to true by default to match the standard thin lens camera model. This prevents overblurring away from the optical axis. Some renders might change, specially with wide FOV angles or very shallow DOF. Set persp_camera.flat_field_focus false to get the previous behavior. (core#4810)
- Opacity in utility shader: utility shaders with opacity will now render less transparent than before, previously it was incorrectly rendering too transparent. The new opacity behaviour better matches other shaders like standard and lambert. (core#4836)
- Bump and object scale: The bump2d, bump3d shaders and the AiShaderGlobalsEvaluateBump() API function now take into account object scale by default. Previously the bump displacement height would not scale along with the object, which was inconsistent with displacement and autobump. The new global options.bump_space is set to object by default, but can be set to world for backwards compatibility. This new global option will likely be removed in the next API-breaking major release. (core#4784)

HtoA enhancements
- Added support for the instancefile point attribute to directly create .ass file procedurals instances (htoa#527)
- Objects now have an ar_skip boolean parameter that, if enabled, will exclude the OBJ from the translation entirely, regardless of the object being forced on the ROP. This is useful to prevent objects in a forced subnet or digital asset to render, like embedded instance sources for example (htoa#678)
- Fixed bad initialization in shader parameter template (htoa#665)
- Improved performance when exporting cameras with thousands of nodes in the scene (htoa#669)
- Fixed IPR becoming unresponsive when updating instances transform (htoa#672)
- Fixed crash on empty VDB grids (csp#82)
- Slightly optimized blackbody shader (htoa#622)
Incompatible changes
- Removed the blend_opacity parameter of the aov_write_int shader, as it does not make sense for integer AOVs, it's only supported for FLOAT, RGB or RGBA AOVs (htoa#677)

Compatible with Houdini 13 and 14 (Indie and Apprentice not supported)
Windows 7 and later (vc11)

Solid.Angle.Houdini.To.Arnold.v1.7.0.for.Houdini.14.0.395-AMPED [Cracked RLM & License file]>>>>>>

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Другие новости по теме / See also:
  • Solid Angle Arnold for Houdini (HtoA) v1.6.1
  • Solid Angle Arnold for Houdini (HtoA) v1.10.1
  • Solid Angle Arnold for Houdini (HtoA) v1.8.1
  • Solid Angle Arnold for Houdini (HtoA) v1.12.1
  • Solid Angle Arnold for Houdini (HtoA) v1.12.2
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