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Rendering with Arnold in Houdini and Solaris using the HtoA plug-in.
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limitations - Arnold houdini? Crashing with high subdivision but ok in Maya

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phillips.a.adam
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limitations - Arnold houdini? Crashing with high subdivision but ok in Maya

Is arnold generally still being 'worked out' for Houdini? The reason I ask is because I find it's pretty temperamental and crashes when setting such as displacement subdivisions are set just one level too high. In maya the same scene with the same settings is fine - just slower as expected. Right now i'm obviously just playing with personal work but it's good know how far i can push the renderer and how stable it is before using it on a job.

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HtoA uses the same Arnold versions as MtoA, e.g. HtoA 4.1.1 uses the latest Arnold release: 5.3.1.1, see https://docs.arnoldrenderer.com/display/A5AFHUG/HtoA+4.1.1. The latest MtoA release 3.2.1.1 (https://docs.arnoldrenderer.com/display/A5AFMUG/3.2.1.1) also uses the same Arnold version 5.3.1.1.

Are you using the latest version of HtoA, and are you comparing it with MtoA using the same Arnold version?

Message 3 of 3

Thanks @Julian Hodgson in short, yeah it's the same version of arnold, the same meshes the same maps etc - slight variable on the lights being the 'equivalent of' but otherwise the same.

would you say it's more down to Houdini's use of resources then? I'm looking at the way Mantra basically sucks up all the ram and wondering whether HtoA has similar resource requirement. I'm on a system with 32Gb ram but a Ryzen threadripper so you can see why i'm trying to shove everything on the CPU as much as I can.

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