Very well explained! I appreciate that you're not skipping any parts. concise Houdini tutorials like this are rare on youtube. The only thing I didn’t quite understand is the 'encodeattrib' function. What’s the point of that function? I don't get it.
yeah that function... it will convert the vex code to a USD friendly attribute. There are other ways of doing it, but this seemed to be the simplest way.
@@arvidurs ah, the problem is ":" colon, which naturally isn't supported for attribute names. That function basically allows us to 'encode' unsupported symbols like that to use it within our attribute names. I guess then USD is 'decoding' it behind the scenes to a proper string.
The reason the radius did not work on your light is that you left it as a point light type, which by definition have no radius. Switching it to sphere will reveal the Radius attribute on the Base Properties tab
@@arvidurs wow really?Thanks for answer,This CPU the best of the best for Games(and for everyday use fore sure), You think those days really need Higher then that? like 7950x or even Threadrippers 7980x? I just realise everything is moving to GPU calculations more then on CPU, just currious for the next build , thanks!!!
@@arvidurs Amazing, Could You please share 2nd Build as well Please, very very interesting, and in reallity for the last time are You using more this light PC often then Your hard core monster? thank You!
Yeah, I mention that in the video as well. The shader I set up is using transmission with a very high refraction ray depth, so that each ray travels through all the light bulbs, which is super slow to render. You can optimize that, try a different shader, and it should be way way quicker
Light instancing, it's very versatile and efficient! Has very cool applications and yield to great shots :)
So good, thank you, Arvid! Extremely happy about the Houdini/Solaris content.
as always thank you for taking time to make tutorials sir :)
Thanks!❤
Amazing man keep it up!
Very well explained! I appreciate that you're not skipping any parts.
concise Houdini tutorials like this are rare on youtube.
The only thing I didn’t quite understand is the 'encodeattrib' function.
What’s the point of that function? I don't get it.
yeah that function... it will convert the vex code to a USD friendly attribute. There are other ways of doing it, but this seemed to be the simplest way.
@@arvidurs ah, the problem is ":" colon, which naturally isn't supported for attribute names. That function basically allows us to 'encode' unsupported symbols like that to use it within our attribute names. I guess then USD is 'decoding' it behind the scenes to a proper string.
The reason the radius did not work on your light is that you left it as a point light type, which by definition have no radius. Switching it to sphere will reveal the Radius attribute on the Base Properties tab
Thanks!
keep it up 😎😎👍👍
Where can I find the Random Selection node? Not seeing it in my 20.5 houdini :o
Please install Labs
Great! Btw what is current hardware on the vid ? thanks!
7800X3D, 4090 GPU, 64GB Ram
@@arvidurs wow really?Thanks for answer,This CPU the best of the best for Games(and for everyday use fore sure), You think those days really need Higher then that? like 7950x or even Threadrippers 7980x? I just realise everything is moving to GPU calculations more then on CPU, just currious for the next build , thanks!!!
@@TheCool1986vfx i'm mainly using this build for GPU rendering.
I got other machines for CPU rendering
@@arvidurs Amazing, Could You please share 2nd Build as well Please, very very interesting, and in reallity for the last time are You using more this light PC often then Your hard core monster? thank You!
Sir can I go for Intel or AMD for simulations and rendering.
Simulations yes, Karma XPU not at the moment.
Like ❤
Im so confused, I have even less light instances in my scene than yours but the render times are insanely high for some reason
Yeah, I mention that in the video as well. The shader I set up is using transmission with a very high refraction ray depth, so that each ray travels through all the light bulbs, which is super slow to render. You can optimize that, try a different shader, and it should be way way quicker