![]() ![]() Support for Houdini’s native Alembic layering, transformations, instancing and per-object material overrides.ĭrive shader parameters such as color, alpha and particle size through custom per-point attributes.įast rendering of realistic fur and hair with V-Ray Fur. ![]() Instance any object type (including volumes) using Packed Primitives, Instancer and “instancepath” attributes.Įfficient handling of Houdini’s native packed primitives for instancing at render time. Transfer and override the properties of V-Ray scenes from other apps like Maya and 3ds Max. Per-Primitive Material Assignment is now supported on the GPU, allowing artists to utilize Stylesheets and the Material SOP.ġ000+ ultra-realistic physically scanned materials ready to import and render. Physically-based shader with built-in SSS controls, popular for rendering realistic skin. The standard V-Ray Material supports Metalness reflection values for PBR shader workflows. Support for material overrides based on groups, bundles and attributes.Īutomatically import material node hierarchies from V-Ray scene files and make changes in Houdini.Ĭreate realistic-looking hair with accurate highlights using the V-Ray Physical Hair material. Instance lights with full control over per-instance light parameters, without affecting light link settings. Highly optimized indirect lighting with V-Ray’s proprietary Light Cache and brute force GI methods. Unique method for ultrafast rendering of scenes with hundreds or even thousands of lights. Simple, one-click solution to submit jobs to render on the Chaos Cloud.Įxceptionally fast image-based environment lighting using V-Ray Scene Intelligence. GPU bucket rendering with fast multi-GPU performance and support for Cryptomattes.Ĭontrol custom attributes of geometry (including splines and particles) with the User Color node.īake lighting and textures for game assets and real-time environments. Interactive look development supported in the Houdini render view.įast and accurate rendering of native Houdini volumes and OpenVDB caches. Powerful CPU and GPU-accelerated rendering built for the demands of high-end production. ![]() ![]() With its help, your rendering work will be smarter and easier, saving you a lot of valuable time. V-Ray for Houdini comes with the most complete and advanced rendering solutions, enabling users to easily develop visual effects and perform high-performance ray tracing and interactive rendering, thus effectively simplifying the complex workflows. Besides, it can make full use of all the hardware resources, is especially designed for dealing with great range of scenarios and complex projects, and can work seamlessly with Houdini and other V-Ray programs you like. In short, V-Ray for Houdini will take your VFX pipeline to the next level.Īs a powerful, award-winning renderer solution, V-Ray for Houdini has high-quality CPU and GPU rendering capabilities that have been proven by production for high-end VFX and animation, self-contained lighting, material shading and rendering tools, as well as powerful computing ability. Anyway, there’s another option for people who like to fiddle with films and television special effects now. Its core functions are not very different from V-Ray for Maya or V-Ray for 3ds Max, but by convention it should not be as complete as V-Ray for 3ds Max in functionality. Since the data being written only needs a single channel, you can get three kinds of data written to one image and then split them apart later in post.Chaos Group has finally released an official version of V-Ray for Houdini after years of development. Someone told me about a neat trick that they saw at a studio they were freelancing at where three data channels would be written to RGB channels, almost like an RGB matte pass except with “technical” passes instead of mattes or beauty or whatever. So you can’t exactly add render layers haphazardly… you need to condense things as much as possible. You could use render layers instead of custom passes, but mental ray also has a particularly long translation time for complex scenes (think of any scene where you see mental ray hang for about 10 minutes before it even starts to render a frame). It’s a slow, buggy, work-intensive process to get a lot of passes out of mental ray that Vray has absolutely no trouble with. If you’re using mental ray as your renderer, chances are that you aren’t going to get a whole lot out of the passes system, especially if you’re trying to write custom color buffers. ![]()
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