Just to try to understand the time difference you mention…

I am not sure how Krakatoa data pipeline works but you can do extremely 
efficient data manipulation (literally enormous point count) in Houdini using 
geometry shaders which will;

- Generate tiny IFD files as the points have been already computed and are 
already on disk
- Rendering wise it won’t even be put in memory unless these points are needed 
and based on your render engine the impact will be tiny (specially the mantra 
non PBR engine)

Have you done it that way? I seriously doubt it can get more efficient than 
that… I have render real monsters with Mantra and never had a hiccup in terms 
of scalability.

Anyway, great to see Krakatoa is so efficient… I know we have at Glassworks a 
few licenses of Krakatoa and a guy that knows it so it may be a nice test.


Will keep you posted
Jb


> On 30 Nov 2016, at 15:03, Jonathan Moore <[email protected]> wrote:
> 
> Now I want to do a test on speed.  ;-)
> 
> It's worth it Jordi. The place where Krakatoa wins the day is the smart way 
> it loads the particles at render time (never overloading the system).
> 
> I don't run a studio business anymore due to health reasons (used to be a 
> partner in Lateral, main client Levi's) but keep my toe in providing 
> consultancy services for some old ad agency pals. Much of this is 
> benchmarking of creative technologies so they can get a feeling of how much 
> snake oil shenanigans is being shoveled by the vendors and their resellers!  
> ;) 
> 
> On 30 November 2016 at 14:46, Jordi Bares <[email protected] 
> <mailto:[email protected]>> wrote:
> Now I want to do a test on speed.  ;-)
> 
>> On 30 Nov 2016, at 14:38, Jonathan Moore <[email protected] 
>> <mailto:[email protected]>> wrote:
>> 
>> I love Houdini for particle advection but it's slow to render in comparison 
>> to Krakatoa once you're up in the 100's of millions of particles. It all 
>> depends on the resources Chris has available to him.
>> 
>> On the other hand, when judged purely on creative control, Mantra is a 
>> magical renderer with hundreds of millions of particles.
>> 
>> Krakatoa is more often the tool for the job if it can be handled without the 
>> need for a farm. If it's a farm rendering job both Mantra and Krakatoa are 
>> equally capable but Krakatoa will be far more efficient. I agree with 
>> staying away from plugins where possible but when a plugin has such a strong 
>> competitive advantage, it'd hard to resist and pays for itself very quickly.
>> 
>> On 30 November 2016 at 14:16, Jordi Bares <[email protected] 
>> <mailto:[email protected]>> wrote:
>> I rather don’t invest in plugins if you can avoid it (that is just me), plus 
>> you get a Houdini’s full toolset that in the future will surely prove 
>> useful… plus the price is not that dissimilar (you will need the full FX 
>> license though)
>> 
>> Have a look
>> https://www.youtube.com/watch?v=OaJKKgJSNhY 
>> <https://www.youtube.com/watch?v=OaJKKgJSNhY>
>> 
>> Some more particles - Divergence
>> http://insekt8.de/I/houdini-custom-divergence/ 
>> <http://insekt8.de/I/wp-content/uploads/2015/10/Divergence_03.jpg>
>> 
>> Advection example
>> https://vimeo.com/16944204 <https://vimeo.com/16944204>
>> 
>> High-res particle rendering
>> http://2.bp.blogspot.com/-PBWxtbVGQhU/UjbSfdU9N-I/AAAAAAAAA5o/ahc-UIwgk-Q/s1600/krakatoaTest_01.jpg
>>  
>> <http://2.bp.blogspot.com/-PBWxtbVGQhU/UjbSfdU9N-I/AAAAAAAAA5o/ahc-UIwgk-Q/s1600/krakatoaTest_01.jpg>
>> 
>> Volumes
>> http://www.iamag.co/features/itsart/wp-content/uploads/2015/05/Houdini-smoke-solver-3.jpg
>>  
>> <http://www.iamag.co/features/itsart/wp-content/uploads/2015/05/Houdini-smoke-solver-3.jpg>
>> 
>> enjoy
>> Jb
>> 
>> 
>> 
>> 
>> 
>>> On 30 Nov 2016, at 13:57, Jonathan Moore <[email protected] 
>>> <mailto:[email protected]>> wrote:
>>> 
>>> OpenVDB is a good option for rendering, especially in combination with 
>>> Redshift. However, I've found that point rendering gives far more control 
>>> for this type of effect over VDB (which more often than not still looks 
>>> more like a smoke volume rather than fluid dispersion). Additive 
>>> plasma-like effects will be far faster to render because there are no 
>>> lighting calculations but lighting will add a huge amount of creative 
>>> control with the self shadowing.
>>> 
>>> With Krakatoa for Max & Maya much of what you are paying for is the PRT 
>>> partitioning and Magma (their nodal interface for driving the particle 
>>> vectors/channels). Magma and PRT isn't required in Softimage as Alembic and 
>>> ICE take their place. Don't get me wrong Krakatoa is a better product for 
>>> Max and Maya (especially Max) but it's $1000. If you have C4D in your 
>>> studio, Krakatoa for C4D is a great option as it's only $100 more than a 
>>> pure KrakatoaSR render license and works fantastically well in combination 
>>> with X-particles and TurbulenceFD.
>>> 
>>> 
>>> 
>>> Get in contact with Thinkbox for some demo licenses and compare your 
>>> different options. I'd personally use Houdini for an OpenVDB workflow over 
>>> Blender (but that's just me).
>>> 
>>> On 30 November 2016 at 13:10, Thomas Volkmann <[email protected] 
>>> <mailto:[email protected]>> wrote:
>>> I would probably do a smoke simulation in blender (you can import the 
>>> animted alembic character now), cache that to openvdb and render with 
>>> whatever.
>>> When you play a bit with the density in the shader you can have the denser 
>>> parts more defined.
>>> https://youtu.be/iw8hj2Uycvk?t=11m2s <https://youtu.be/iw8hj2Uycvk?t=11m2s>
>>>  
>>> cheers,
>>> Thomas
>>>  
>>>  
>>>> Chris Marshall <[email protected] 
>>>> <mailto:[email protected]>> hat am 30. November 2016 um 12:55 
>>>> geschrieben:
>>>> 
>>>> 
>>>> Hi All,
>>>> I'm looking to create an effect similar to the Robinsons Squash Advert 
>>>> from a couple of years ago.
>>>> https://www.youtube.com/watch?v=Y6l47atGxa4 
>>>> <https://www.youtube.com/watch?v=Y6l47atGxa4>This isn't the exact effect 
>>>> I'm after, but would anyone have any pointers on this, but more 
>>>> specifically the rendering of that look?
>>>> 
>>>> Thanks
>>>> Chris
>>>> 
>>>> 
>>>>  
>>>>  
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