Hi Gerbrand

I tend to use object based lighting as it allows me to then use IES lighting. 
Two things to have a look at when it comes to lighting with octane

https://www.youtube.com/watch?v=Tedj2lEKvuE  (octane emissions)

https://render.otoy.com/forum/viewtopic.php?f=21&t=7210  (how portals work)

The version 3 beta is about two weeks away from being officially announced. So 
many good things to look forward to in there.

Kind regards

Angus


From: Gerbrand Nel [mailto:[email protected]]
Sent: 27 October 2015 04:04 PM
To: [email protected]
Subject: Re: OT:Houdini indie render solution

Thanks Angus.
I played a bit with octane today.. #mindBlown
Man this thing is pretty!!
I think I might have found my solution.
I will be sitting next to a blender guru the next few days, so lets see what 
that yields.
So far, getting cameras and animations into blender is a real pain.
Octane seems to get all the info it needs from a single alembic.. exept lights.
Anyone know if I can place my lights in houdini, and link them to octane lights 
or something like that??
Cause sometimes you will want to animate your cars headlights in the DCC, not 
the render engine :)
Thanks
G
On 26/10/2015 18:42, Angus Davidson wrote:
Houdini indie has alembic export, which you can then import into Octane  
standalone.

From: Gerbrand Nel [mailto:[email protected]]
Sent: 26 October 2015 12:15 PM
To: [email protected]<mailto:[email protected]>
Subject: Re: OT:Houdini indie render solution

Thanks guys.. this is great info!!
I've been thinking about buying houdini base to do most of my work with 3rd 
party renders, and then use indie with mantra if I need fx stuff.
This is still a very expensive solution, but I need a solution soon.
This week will be spent learning blender, and trying to get as much out of 
houdini into blender.
Some of the guys at one of my clients were testing cycles vs redshift.. Weird 
thing is, Cycles kicked redshifts butt on some of the tests, and was never much 
slower on the rest.

Mantra is a strange beast. It seems like with enough tweaking, you can turn a 1 
min render into a 4 hour render without seeing much difference in quality. Also 
you can make a 4 hour render happen in 2 min with much better results.
Arnold spoiled me rotten :)
I'll also look into octane, so my limited verdict will be shared.
Thanks
G


On 26/10/2015 12:01, Ognjen Vukovic wrote:
+1

On Mon, Oct 26, 2015 at 10:59 AM, Rob Wuijster 
<[email protected]<mailto:[email protected]>> wrote:
yes, but on a Indie version it's still out of reach.

It would be great if there was a slightly more expensive Indie version of 
Houdini that would actually allow 3rd party renderers. The FX version including 
maintenance is just a tad too rich for a lot of people. ;-)



Rob



\/-------------\/----------------\/
On 26-10-2015 10:52, Sandy Sutherland wrote:
Gerbrand - Redshift may well be appearing in a Houdini near you soon'ish, just 
a FYI.

S.

On Mon, Oct 26, 2015 at 9:37 AM, Ognjen Vukovic 
<[email protected]<mailto:[email protected]>> wrote:
Generally fur with redshift isnt a problem at all. I have rendered Paul's fuzz 
plug-in a couple of times, and its a breeze to work with. Hair cached as 
alembic should work without a problem. Theres one gotcha and its if the points 
are created in ice as any shape other then segment, it wont render.

On Mon, Oct 26, 2015 at 9:02 AM, Tim Leydecker 
<[email protected]<mailto:[email protected]>> wrote:
Hi Gerbrand,

for curves, e.g. fur, the latest versions of redshift are supposed to support 
Maya´s Xgen
for fur descriptions, I think there´s one or two guys here on the list who 
render fur with redshift.

Also version 2.10 of yeti was announced to support redshift, which would mean 
rendering
yeti data using redshift.

Both I haven´t gotten around to try yet (i have no yeti license at home and no 
redshift at work...)
but would love to get some info. The difficult bit would be how to get such 
data from Houdini Indie into Maya?

For volumes, I have no news from redshift but it´s on their list afaik.

Cheers,

tim


Am 26.10.2015 um 08:11 schrieb Gerbrand Nel:
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, and 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 the 
question for me.
Do you guys know of a way to get fur or volumes from houdini into 
maya/softimage?
I would like to give Blender/Cycles a go, but I have never used blender for 
anything other than camera tracking.
Cycles seems like it is up for the task, but without alembic, how would this 
work?
Any input on this matter would rock!!
Thanks guys
Gerbrand




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