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Sven Akelian avatar image
Sven Akelian asked ·

HTOA integration roadmap ?

Hello,

Where can we have an idea of the integration roadmap for HTOA ?

I've been playing around with the demo but the integration is really not up to point, some of them can be filled with tricks.... kind of... So I wanted to know if there is such map

Especially:

- Better support for Instances

- Support for Volume without VDB

- Support for COP without rendering to files

Do you know who is in charge of the integration ? Is it now Autodesk ?

Thanks a lot

texturehoudinivolumetrics
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Frederic Servant avatar image
Frederic Servant answered ·

Hi Sven,

  • Please post a small instancing scene that's not working, I can have a look.
  • You don't need to write out VDB files, the vdb primitive is supported. That will consume more memory though.
  • We have plans to support the op: syntax for shaders (ticket #531), this will too consume more memory unless dumped to a tiled, mipmapped file.
  • Many improvements are coming to IPR, which contexts in particular do need updates from the most?
  • The length parameters in Arnold are unitless, they use whatever the application unit is. Houdini's default unit is 1m, Maya is 1cm and Softimage is 10cm and this is why you see this discrepancy.
  • We are doing our best to improve HtoA, but there's a lot to do and we have to prioritize tasks. Which facility are you working for? Contact me privately if you want to further discuss roadmaps.
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Frederic Servant avatar image
Frederic Servant answered ·

Hi Sven,

Thanks for your feedback. The integration is still done by the Arnold team. We sometimes disclose roadmaps to customers under NDA. We do know that there's still a lot of things to implement in HtoA and we're working hard on improving the plugin.

  • Instances are supported with the Instance OBJ, but we are working on implementing the Copy SOP and packed primitives workflow. The instance and instancefile attributes are also supported.
  • We don't support the native Houdini volume primitive but we do support the vdb primitive, meaning your render is one ConvertVDB SOP away.
  • The Render COP is fully supported.

Let us know if you need any clarification.

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Sven Akelian avatar image
Sven Akelian answered ·

Thanks Frederic!

- I will give it another try, but I did not managed to render using the usual houdini workflow

- That's how I managed to use Volume, sorry for the confusion, I'm asking about avoiding having to output and read a vdb file, but I guess that's not a huge deal.

- Again sorry for not being clear, I'm talking about using COP in shading not comping (redshift did the implementation recently so I guess it's possible).

- I know the IPR got better also in v5, shaders can now be created on the fly, still not the case for many of the other contexts.

- One last question that I forgot, how does Arnold handle space scale in H ? I keep using really really low values (for transmission depth and SSS scale for instance // Every scale related aspects) compared to other integrations.

Knowing Arnold pretty well from SItoA and MtoA I feel the power of Arnold (in look dev for instance) is not fully fledge right now. I'd love to know the ideas you have about the HtoA future integration, but I understand the policy.

ps: As the MB workflow changed in v5 ? the doc do not seem to be up to date on that

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