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Solid Angle Houdini to Arnold v5

KAMAL

MyBoerse.bz Pro Member
Solid Angle Houdini to Arnold 5.2.0


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Solid Angle Houdini to Arnold 5.2.0 | 505 MB (Total)


The Arnoldrenderer product team is pleased to announce the availability of Arnold (or HtoA) 5.2.0 for Houdini. This release uses Arnold 6.0.3.0, OpenVDB 4.0.0 and Arnold-USD (cf6d100d3).


5.2.0 - Release Date: 20 Apr 2020
Enhancements
#1356 Add Arnold properties to Render Settings LOP
#1382 Translate usd packed primitives with usd procedural
#1383 Export USD files
#1405 Add OUT_Material surface output
#1409 Support USDSkel / Crowds in Solaris
#1411 ADP Opt in for ADP
#1415 Add osl_includepath to Arnold ROP
#1417 Add use_instance_cache alembic parameter to arnold_procedural
#1426 Skip AiMakeTx for image nodes with missing filename
usd#265,267 Computed primvars are now supported, enabling previewing UsdSkel and Houdini crowds.
usd#270 The Render Delegate is now using the Arnold Render API correctly, leading to better responsiveness
usd#8 Improved Render Buffers: The Hydra Render Buffer support is now significantly improved, including improved performance.
usd#9 The render delegate now outputs 32-bit float buffers, instead of dithered 8 bit whenever possible.
usd#302 Prefixing Render Settings with arnold:global: is now supported.
usd#314 Shaping parameters on Sphere Lights are now supported. This includes Spot and IES parameters, excluding IES normalize and IES angle scale
usd#332 Solaris' Barndoor parameters are now roughly approximated using the barndoor filter. Note that Arnold does not match Karma.
Fixes
#1374 Fix autotx for varying color spaces
#1379 Fix IPR crash updating string attr on OSL node
#1388 Crash visualising with usd procedural
#1390 Crash loading usd file with AiProceduralViewport
#1408 Invalid type error when you import ambient_occlusion shader
#1413 Crash calling AiProceduralViewport with usda file
#1414 Crash creating Render Settings LOP node
#1429 Fix material naming when exporting materials
#1430 Fix camera jump when tumbling around an arnold object
usd#298 Fixed a crash when instancer nodes had uninitialized node pointers
usd#4 Fixed a bug with aborted renders not marking the render pass as converged
Arnold for Houdini (HtoA) provides 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.


Solid Angle SL is the technology company behind the Arnold rendering software, with offices in Madrid and London and customers throughout the world including Framestore, DreamWorks, ILM, Sony Pictures Imageworks, MPC, The Mill, Mikros Image and Rising Sun Pictures. Arnold was designed from the ground up to efficiently raytrace the complex geometric datasets required for feature-length CGI animation and big budget visual effects, while at the same time simplifying the pipeline, reducing the number of passes, minimizing storage requirements and greatly enhancing interactivity for lighting artists.


Product: Solid Angle Houdini To Arnold
Version: 5.2.0
Supported Architectures: x64
Website Home Page :
Language: english
System Requirements: PC *
Supported Operating Systems: *
Size: 505 MB

Requirements & Platforms
Binaries available for the following Houdini, Houdini FX, Houdini Indie and Houdini Education production builds:
- 17.0.506
- 17.5.460
- 18.0.416
and for the following platforms:
- Windows 7 x64 (vc14.1)
- CPU with at least SSE 4.1 instructions (2006 and later Intel CPUs, and 2011 and later AMD CPUs)
Please note that Houdini Apprentice does not support third-party renderers and thus cannot run HtoA.




DOWNLOAD LINKS:



 
Solid Angle Houdini to Arnold 5.4.0 x64


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Solid Angle Houdini to Arnold 5.4.0 x64 | 775 MB | Language: English


Solid Angle SL is the technology company behind the Arnold rendering software, with offices in Madrid and London and customers throughout the world including Framestore, DreamWorks, ILM, Sony Pictures Imageworks, MPC, The Mill, Mikros Image and Rising Sun Pictures. Arnold was designed from the ground up to efficiently raytrace the complex geometric datasets required for feature-length CGI animation and big budget visual effects, while at the same time simplifying the pipeline, reducing the number of passes, minimizing storage requirements and greatly enhancing interactivity for lighting artists.


Product: Solid Angle Houdini To Arnold
Version: 5.4.0
Supported Architectures: x64
Website Home Page : Language: english
System Requirements: PC *
Size: 775.3 mb

Requirements & Platforms
Binaries available for the following Houdini, Houdini FX, Houdini Indie and Houdini Education production builds:
- 17.0.506
- 17.5.460
- 18.0.532

and for the following platforms:
- Windows 7 or later, with the Visual Studio 2015 redistributable
- CPUs need to support the SSE4.1 instruction set
- Optix denoiser requires an NVidia GPU with CUDA Compute Capability 5.0 and above
- Arnold GPU works on Linux and Windows and requires an NVIDIA GPU of the Turing, Volta, Pascal, or Maxwell architecture. We recommend using the 450.57 or higher drivers on Linux and 451.77 or higher on Windows.




DOWNLOAD LINKS:



 
Solid Angle Houdini to Arnold 5.5.0 || Englisch

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The Arnoldrenderer development team is pleased to announce the availability of Arnold (or HtoA) 5.5.0 for Houdini. This update introduces Arnold 6.1.0.0 and is a feature release bringing a brand new post-processing framework (imagers), support for nested dielectrics, much improved progressive and adaptive sampling, on-demand texture loading on GPU, integration improvements for Solaris, and Arnold-USD (4e5710fa).

Enhancements

Imagers: We're introducing a brand new framework to apply post-processing effects such as color correction, vignetting, or tone mapping. A new type of post-processing nodes called imagers operate on pixels before the output driver. Imagers can be chained. The initial set of imagers consists of:

. imager_exposure
. imager_color_correct
. imager_lens_effects
. imager_white_balance
. imager_tonemap

Imagers work both in batch and interactive contexts. While imager parameters can change interactively during rendering, adding a new imager currently requires the render to be restarted, so it's a good idea to add the ones you will need to adjust at the beginning of an interactive session. We are looking at removing this limitation in a subsequent release. (core#8368, core#9716, core#9723, core#9724, core#9867, core#9868, core#9869, core#9938).

Nested dielectrics: Physically-correct reflection and refraction of rays in scenes with adjacent dielectrics, such as liquids in glass vessels, has been implemented by resolving overlapping, i.e. "nested", dielectrics via a priority system. This allows for more realistic renders of scenes such as glass containers with liquid contents and bubbles, correctly accounting for the change in the index of refraction as rays refract through the transparent media. The new dielectric_priority parameter on the standard_surface shader assigns a priority to the internal dielectric medium of the closed transparent object the shader is assigned to. These priorities specify that in an area of overlap of two transparent objects, only the highest priority dielectric medium exists (see the schematic glass of water below). The priority is simply a signed integer (default 0), which can be increased or decreased as needed to define the dielectric medium in the overlap areas. If priorities are made equal, then media are effectively blended in the overlap. The effect can be disabled globally with options.dielectric_priorities (Nested Dielectrics in the Advanced tab of the render settings) in case you need to revert to the legacy mode, which does not correctly compute the refractions. (core#6023)

New Windows system requirement
If you use the Extract contents only option to install HtoA, you must manually install the Microsoft Visual C++ 2015-2019 Redistributable. The VCRedist install is in the HtoA redist folder. For example:

\\SERVER\htoa\htoa-5.5.0.0_r5b05c8c_houdini-18.5.351\htoa-5.5.0.0_r5b05c8c_houdini-18.5.351\redist\VC_redist.x64.exe

Requirements & Platforms

Binaries available for the following Houdini, Houdini FX, Houdini Indie and Houdini Education production builds:
- 17.5.460
- 18.0.597
- 18.5.351

and for the following platforms:
- Windows 7 or later, with the Visual Studio 2015 redistributable
- CPUs need to support the SSE4.1 instruction set
- GPU rendering works on Windows and Linux only and requires an NVIDIA GPU of the Turing, Volta, Pascal, or Maxwell architecture. We recommend using the 450.57 or higher drivers on Linux and 451.77 or higher on Windows.
- Optix denoiser requires an NVidia GPU with CUDA Compute Capability 5.0 and above



NFO


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