Solid Angle Houdini to Arnold 6.2.5.0 (x64)
Free Download Solid Angle Houdini to Arnold 6.2.5.0 | 7.0 Gb
The Solid Angle Team is pleased to announce the availability ofArnold (or HtoA) 6.2.5.0 for Houdiniis feature release using Arnold 7.2.5.0.
Owner:Solid Angle
Product Name:Arnold for Houdini (HtoA)
Version:6.2.5.0
Supported Architectures:x64
Website Home Page :www.arnoldrenderer.com
Languages Supported:english
System Requirements:Windows, Linux & macOs *
Size:7.0 Gb
Enhancements
Light instancing- You can now instance and render Light SOPs. Solaris lights, or lights created by a procedural, are not supported yet. (HTOA-693)
Post Translation Hook- Added a post-translation Python callback to the Arnold ROP, With this callback, you can directly edit the Arnold universe before the render begins. (HTOA-657)
Support multiple packed primitives per alembic- Scenes using Houdini Alembic packed primitives now generate much smaller amounts of data in Arnold, creating a single alembic node to represent multiple packed primitives. This reduces the time to process the generated secne significantly, in some cases giving a 64x speed up on scene translation, and an exponentional reduction in --->File Sizes. See table below. (HTOA-1920)
xSolid Angle Houdini to Arnold 6.2.5.0
Arnold procedural nodes now trigger OnCreated.py scripts- As with the legacy Arnold Procedural node any new Arnold Procedural nodes can trigger the oncreated event see the houdini asset event documentation for further details (HTOA-2131)
Support for husk thread count argument- You can set the number of render threads on the husk command line with -thread or -j. (ARNOLD-13299)
GPU renderer overhaul:A large part of the GPU renderer was rewritten using NVIDIA OptiX 8. This allowed numerous improvements such as much faster startup times, lower GPU memory usage, better scaling on multiple GPUs, and faster renders overall. (ARNOLD-9882)
Global light sampling in volumes:Global light sampling is now supported in volumes. The render time speedup when using global light sampling in volumes depend on the number of lights, but even scenes with only a few lights are faster to render. (ARNOLD-13095)
Below is an equal time render comparison of a scene containing 351 motion blurred mesh lights inside an atmosphere_volume.
Improved thick curves intersector:Curves in thick mode are on average 10% faster (in some cases, more than 100% faster) and they look better in closeups. (ARNOLD-2875, ARNOLD-8549 and ARNOLD-14391)
Distance shader in reflections:The distance shader now properly handles secondary paths such as reflections. (ARNOLD-13883)
Overlay imager:A new imager that allows you to decorate or tag your renders by printing text over the rendered images. Overlay text can use any of the system fonts (TrueType or PostScript), or custom fonts defined via the OPENIMAGEIO_FONTS environment variable. You can include scene and system information, and render statistics, with pre-defined tokens, such as,, and. See the Overlay Imager documentation for the full list of tokens. (ARNOLD-14188)
GPU denoising in Intel Open Image Denoise:The Intel denoiser was upgraded from version 1.4.1 to 2.1.0, which brings real-time denoising through NVIDIA and Intel GPU support. (ARNOLD-12547)
Toon light-group AOVs:The toon shader now outputs AOVs for direct lighting from lights that have a label in their aov parameter. The toon light-group AOVs are named with the toon aov_prefix parameter. For example, if a light has aov = "keylight" and a toon shader has aov_prefix = "myprefix_", then the toon light-group AOV is named "myprefix_keylight". (ARNOLD-9602)
Automatically create non-existent paths to tx file:Generating a .tx file (maketx, autotx, AiMakeTx) now works even if the paths to the output .tx file do not exist: Arnold now creates those paths. (ARNOLD-14703)
Faster overlapping volumes:Arnold renders a few percent faster when there are many overlapping volumes. (ARNOLD-14353)
Scene unit conversion for light intensity:Scene unit conversion is now supported for light intensity in nested procedurals. If a procedural contains a light and its scene units do not match the procedural units, the light intensity is scaled to match the procedural. Conversion is in place for Arnold ass file procedurals, but we do not yet support USD and arbitrary procedural formats. (ARNOLD-9205)
Scene unit conversion for volume density and emission:Scene unit conversion is now supported for volume density and emission in nested procedurals. If a procedural contains a volume and its scene units do not match the procedural units, volume density and emission are scaled to match the procedural. Conversion is in place for Arnold ass file procedurals, but we do not yet support USD and arbitrary procedural formats. (ARNOLD-9206)
Improved profiling:Procedural and volume intersection times are now listed separately, instead of being included with the parent BVH. Profiling has also been added in other areas, in particular multithreaded code where helper threads were not being accounted for. This should result in higher quality statistics. (ARNOLD-14443)
GPU: Better compatibility with CPU rendering:The following CPU features have been ported over to the GPU.
- Multiple render sessions with GPU (ARNOLD-14145)
- When rendering on GPU and using per-face displacement shaders, autobump will now match the displacement shader assigned to each face. Previously, autobump would use the first shader applied. (ARNOLD-12796)
- Motion blur on the implicit sphere primitive. (ARNOLD-12955)
- Skydome_light.shader parameter. (ARNOLD-13641)
- The "polygons" edge type in the wireframe. (ARNOLD-12804)
- OSL LPE writing via debug closures. (ARNOLD-13907)
- Image shader "file" wrap mode. (ARNOLD-12578)
- ID mode in utility shader. (ARNOLD-14159)
- edgelength mode in utility shader. (ARNOLD-14122)
- The GPU renderers texture filtering logic has been improved such that there is a closer match to the CPU renderer. (ARNOLD-12578)
- A number of fixes have been made to the GPU renderer's color management logic such that there is a closer match to the CPU renderer. (ARNOLD-12382)
Updated Autodesk Network License Manager:Autodesk Network License Manager (NLM) server version 11.19.4.1 is available and includes support for RHEL/Rocky Linux 9 operating systems. You can find the NLM installer in the license/installer folder, and from the Arnold License Manager. (ARNOLD-14429)
USD Enhancements
USDZ files supported as file format:You can render usdz files with kick, and load them with the usd procedural. usd#1726.
Orthographic cameras in Hydra:Orthographic Cameras are now supported in the Hydra render delegate. usd#612.
Pixel Aspect Ratio in Hydra:The Arnold Render Delegate now supports the pixelAspectRatio parameter in RenderSetting primitives usd#658
API changes
Multiple render sessions on GPU:The GPU can now render multiple render sessions at the same time. (ARNOLD-14145)
Font API:A new API AiFontGetFamilies and AiFontGetStyles returns the list of available system fonts (e.g. "Arial", "Times New Roman") and font styles (e.g. "Regular", "Bold", "Italic"). AiFontGetFilename returns the path of the file that defines a given font family and style. (ARNOLD-14395)
Incompatible Changes
Minimum NVIDIA driver requirements for Arnold GPU:Arnold GPU requires 535.104 or higher drivers on Linux and 537.13 or higher on Windows.
GPU cache pre-population deprecated:The GPU cache pre-population has been deprecated and calling these functions will now do nothing. (ARNOLD-12135)
Bug Fixes
HTOA-2282 - Fixed Python errors when exporting to MaterialX using the Arnold menu
HTOA-2438 - Arnold Render Settings LOP should author pixel aspect ratio in the Render Settings primitive instead of the Render product
HTOA-2297 - Added skip_alpha driver setting to allow writing out PNG with transparency
usd#1709 - Procedural failures if schemas are present
usd#1713 - Fix coding error "attempt to get string for GfVec4f"
usd#1732 - Force the color AOV to be interpreted as the Arnold beauty pass
usd#1735 - Fix usdskel geometry and motion blur interpolation outside the keyframe boundaries
usd#1524 - Fix material binding on instances under a SkelRoot
usd#1718 - Support primvars:arnold attributes in Arnold typed schemas
Arnold from Autodeskis an advanced unbiased Monte Carlo ray tracing renderer. It uses the power of your CPU to calculate illumination in the scenes by default. You can, however, switch between CPU and GPU rendering depending on your needs. Arnold is famous for its staggering hyperrealistic renders, which is why it's perfect for creating cinematic shots. When you have a massive amount of fine detail in your scene, when you're dealing with intricate textures, or when your lighting setup is complex, a precise renderer like Arnold will ensure that none of your hard work goes unnoticed. Think of the stunning visuals of Blade Runner 2049, Guardians of the Galaxy, or Tim Burton's Alice in Wonderland - all three were rendered using Arnold.
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.
Houdini to Arnold Shader Creation
Creating an Arnold "Uber" Shader in Houdini. Brief overview of the setting and AOVs of Arnold.
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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