[Sidefx-houdini-list] Houdini indie render solution
g at cannonballbunny.com
Mon Oct 26 10:12:37 EDT 2015
I have looked at that tutorial but unless I'm not understanding it
right, every scene is going to be completely different.
One group says to lower the master pixel samples, and use the noise
level, but then some people have suggested that I crank the noise level
up to 0.08 and set the pixel samples to 8X8.
All of this has an impact on render time and quality, but neither seem
to be getting close to the stupid fast renders people are getting from
redshift and octane.
Again, I'm not trying to bash mantra, and I realize that bigger more
complex scenes will probably work better in mantra... still I have
clients waiting for renders while the maya freelancers are playing
counterstrike without me
They all got redshift last month and watched 1 getting started video to
understand how it all works.
I run a farm of 5 pcs and the same shot finished in redshift on one pc
before my 5 machine render farm got halfway.
Right now I'm trying to see if blender is a option, but I have no idea
how to get deformed meshes and particles into blender without alembic.
Help on this would be awesome
On 26/10/2015 15:22, François Duchesneau wrote:
> I'm freelancing these days and I'm playing with the idea of using
> remote render service vs having more render power locally. What I
> ended up doing is using as much computer I've got available here to
> make a small render farm. Last night I just bought a Gigabyte Brix
> i5-4750r. It's pretty cheap and it's gonna add a lot of render power
> if I keep adding them one by one as the contracts justify it.
> I've read very quickly the thread but make sure you saw the Master
> class about render in Mantra for good understanding of adaptive pixel
> samples and stochastic transparency if you haven't done already.
> South Africa sounds cool for freelancing remotely during winter :)
> On 10/26/2015 04:43 AM, Gerbrand Nel wrote:
>> Thanks Cris
>> I looked into cloud rendering, but I live in South Africa.
>> We have awesome wildlife, great weather, Nelson Mandela, and the
>> worst most expensive internet on the planet.
>> Uploading scenes to render might take longer and cost more than
>> buying a new render-farm every time the client makes a change. (ok
>> I'm being dramatic, but you get the picture)
>> Octane standalone sounds interesting... I shall look into this :)
>> On 26/10/2015 10:35, Cristobal Infante wrote:
>>> On a few tests I did, I noticed some speed improvement when
>>> rendering with
>>> H15. The've added some great shaders as well.
>>> However if I was freelancer I would incorporate gridmarket's cloud
>>> rendering to my workflow, and not rely so much on overnight renders
>>> delivery looms.
>>> If GPU is your thing I guess you could always use the octane
>>> standalone to
>>> render, as mentioned v03 will support vdb. You may want to create a few
>>> little tools to export/import. Also otoy will be announcing a cloud
>>> rendering service very soon.
>>> essentially outsourcing some of you renders will keep you sane ;)
>>> On Monday, 26 October 2015, Gerbrand Nel <g at cannonballbunny.com> wrote:
>>>> Hi guys.
>>>> I have been doing most of my jobs in houdini since the start of
>>>> 2015, and
>>>> I'm loving the work flow.
>>>> Most things just work, and although I have to re-learn allot of
>>>> skills, I
>>>> feel like this is an upgrade to my skill set.
>>>> There is one huge problem though.
>>>> Everything needs to get rendered at the end of the day.
>>>> Mantra is beautiful, and amazingly powerful, and can get the job
>>>> done, but
>>>> its kinda slow.
>>>> Well slow in my incapable hands.
>>>> I've done a few tutorials on rendering, but no matter how much I
>>>> tweak, a
>>>> render still takes around 15 to 20 min per frame.
>>>> As far as cpu renders go, this is not so bad, but I'm a freelancer,
>>>> most of the other freelancers around me have switched to redshift.
>>>> I've done a few comparisons, and most of the times redshift will
>>>> give you
>>>> the same results in 1/5 of the time.
>>>> Rendering normal geometry via alembic in soft or maya is not the
>>>> end of
>>>> the world, but how would I render fur or volumes?
>>>> I'm using houdini indie, so 3rd party renders in houdini are out of
>>>> question for me.
>>>> Do you guys know of a way to get fur or volumes from houdini into
>>>> I would like to give Blender/Cycles a go, but I have never used
>>>> for anything other than camera tracking.
>>>> Cycles seems like it is up for the task, but without alembic, how
>>>> this work?
>>>> Any input on this matter would rock!!
>>>> Thanks guys
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