Free Download Solid Angle Houdini to Arnold 6.3.4.0 | 8.6 Gb
TheSolid AngleTeam is pleased to announce the availability ofArnold (or HtoA) 6.3.4.0 for Houdiniis a major feature release that uses Arnold 7.3.4.0.
Owner:Solid Angle
Product Name:Arnold for Houdini
Version:6.3.4.0
Supported Architectures:x64
Website Home Page :www.arnoldrenderer.com
Languages Supported:english
System Requirements:Windows, Linux & macOs *
Size:8.6 Gb
Enhancements
–COP Texture support in classic HtoA:The image node’s filename parameter now supports the op: syntax to reference COP textures, modifiers are also supported. During IPR the textures update live as the Copernicus/COP2 network is updated, and when you export an .ass archive, the textures are baked to disk (HTOA-531).
Copernicus
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Classic COPs
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–Arnold Render Settings Improvements:The Arnold Render Settings LOP has a second input which can be used to feed in additional render vars (HTOA-2206):
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The AOVs tab has been updated with convenient switches for standard render vars and an improved parameter interface for creating custom AOVs from various sources (including LPEs or light groups):
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Tabs with lots of parameters (like the Sampling and Device tabs) now have subgroups to improve readability
Sampling Tab
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Device Tab
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An Arnold tool has been added as a convenient way to create a linked Arnold Render Settings and a USD Render LOP:
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–Houdini Log Viewer Integration:Plugin translation logs are now passed to the log viewer panel as ‘HtoA’ and ‘HtoA-py’ (HTOA-2530).
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–OpenPBR improvements
.View-dependent coat absorption:The coat lobe now more accurately models the absorption tinting at grazing angles, producing a slightly more realistic look. (ARNOLD-15377)
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–SSS color matching:The SSS model has been tuned to ensure that the color of dense SSS more closely matches the supplied subsurface_color, as required by the OpenPBR specification. (ARNOLD-15328)
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–Scaling of emission luminance from nits to Arnold units:nits_per_unit was added to the options node, and OpenPBR Surface’s emission_luminance (in nits) is internally scaled down by this nits_per_unit value (defaulting to 1000) to bring it into Arnold units. This ensures that the default soft-maximum of emission_luminance of 1000 nits corresponds to the former behavior of Standard Surface at emission 1. (ARNOLD-15364)
–Faster startup times on GPU:We have made several optimizations to improve startup and scene update time on GPU. These improvements will be most noticeable on scenes with many objects. Startup times on Windows are also now on par with startup times on Linux. On a scene with 1 million instances, we see the following improvements when compared to the previous release. (ARNOLD-15271, ARNOLD-15279, ARNOLD-15310)
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–Handle update for OSL shader changes:Information about shaders linked to an OSL shader is stored when using interactive render mode, so that any change in those shaders will cause the OSL shader to be automatically updated. (ARNOLD-14983)
–Duplicate node name warnings:Warnings are emitted when adding a node with a name that already exists or renaming an existing node to an empty string. (ARNOLD-12596)
Bug Fixes
– HTOA-2698 – Fixed Solaris shader translation for the new ramp nodes
– HTOA-2608 – The Arnold Edit Material LOP now imports shaders with a different input layouts than the VOP node as expected
– HTOA-2608 – Fixed the Arnold Edit Material LOP to handle ramp nodes correctly
– HTOA-2112 – Added image format menu to filename parm on the Arnold Render Settings LOP
– HTOA-2554 – Removed unneeded time dependency on the Arnold Render Settings LOP
– HTOA-2259 – First AOV is now correctly hooked up in Arnold Render Settings LOP
– HTOA-2694 – Fixed MSVC version for ZMQ, now it is using v143 for Houdini 20/20.5
– ARNOLD-14735 – OIDN denoiser bucket artifacts during negative-AA progressive passes
– ARNOLD-15380 – [GPU] small memory leak when using AOV shaders
– ARNOLD-15384 – [GPU] memory leak each time an OSL shader is modified
– ARNOLD-15385 – Crash on standard_volume when modifying material interactively
– ARNOLD-15392 – [GPU] small memory leak when using OSL shaders
Arnoldis a physically-based, photo-realistic rendering tool that utilizes ray tracing techniques to produce high-quality renders for CG and VFX animation.Ray tracing is a mathematical algorithm (based on the Monte Carlo Path Tracing equation) that creates an image by projecting rays into a scene, reflecting them off surfaces and toward light sources to approximate the color value of pixels. Arnold utilizes computer hardware resources such as memory, multiple processor cores, and disk space to accomplish these tasks.
Arnold Houdiniprovides a bridge to the Arnold renderer from within the standard Houdini interface. Having been in beta for several months, the plugin has already been used in production by many studios, including Prime Focus World for Hercules and Vampire Academy, Milk VFX for the Sherlock and Doctor Who TV series, and Framestore NY for the Captain Morgan commercials.
Learning Arnold for Houdini – LIVE Introduction
Want to learn how to use Arnold with Houdini? I am showing you all you need to get started
Solid Angleis leading provider of rendering software for animation and visual effects. The Arnold team believe that accurately and efficiently computing light transport in CG scenes is the best way to create stunning imagery for films and TV. Developers strive to provide clients with the best rendering tools to efficiently create realistic images. Solid Angle is a wholly owned subsidiary of Autodesk Inc, and has its offices in Madrid and London.
Autodeskhelps people imagine, design and create a better world. Everyone-from design professionals, engineers and architects to digital artists, students and hobbyists-uses Autodesk software to unlock their creativity and solve important challenges.
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