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About davpe

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  • Name David
  • Location Vancouver

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  1. as a heavy mesh a consider something like 5+ mil. polys. with few hundred K you should have realtime update speed. i'm using GTX 960/2gigs at work (linux) and Quadro 3000M/4gigs at home (windows). in both cases sculpt SOP performs well.
  2. Sculpt SOP works like a charm for me... have you tried a different mesh to sculpt on? maybe there is something wrong with this one. also, looking at the gif, for me it works very realtime. I'm not experiencing such a heavy lags (unless maybe working with a very heavy mesh).
  3. I think you may have confused vertices for points. is really your uv coordinate a vertex attribute or is it on points?
  4. I'm afraid this whole forum is dedicated to Houdini. chances for getting help with Nuke here are not great. maybe try asking here: http://community.thefoundry.co.uk/discussion/nuke/
  5. you can have a switch node in either object or the shader that's driven by an integer attribute
  6. Hi, this sounds more like a question for Maya/Nuke forums...
  7. are you talking about the whole objects stop computing displacement at a certain distance or just portions of a huge object that are too far from camera? in the first case you can do this multiple ways either on SOP or SHOP level. just measure how far the object is (distance VOP, for example) and then switch for a simplified shader at the certain threshold. at the second case I'm afraid it is currently not possible unless you split that object into more sections that behave as individual objects. I'm not aware of any renderer allowing you to dial in dynamic per-primitive displacement subdivision. you can only do amount of rendertime subdivision per object. If you want to compute less subdivisions when displacement is near nothing, try increasing Dicing flatness parameter in the object settings (Dicing>Dicing Flatness). that is sort of doing what you want, but again, it affects the whole object everywhere, not only at the distance. it is meant as an optimization tool for increasing performance at the price of lower precision. but it's worth trying.
  8. this has happened to me as well for a few times. not sure what exactly does it mean and I have never found anything broken or missing in the scene. would be nice though if somebody offered an explanation
  9. sure there is a way in VEX but I have never explored that route.
  10. hi, why don't you just use UV Unwrap SOP? it has two inputs, if you feed an oriented bounding box (bound SOP) in the second one it will act as an oriented box projection.
  11. good luck then
  12. hi, well pixel samples 2x2 is extremely low value that I wouldn't recommend for even a fast previews. for a clean image you want to go up to 6x6 or 8x8 in typical cases. of course, the sampling method involves much more than just increasing pixel samples. some of what you have mentioned suggests you will learn a lot from reading the docs (no offense ) the sampling methodology is covered pretty well there. http://www.sidefx.com/docs/houdini/render/sampling http://www.sidefx.com/docs/houdini/render/noise http://www.sidefx.com/docs/houdini/render/quality rendering anything for 6 days sounds ridiculous, you haven't stated though what is it that takes 6 days to render. is it a single frame? in that case there certainly is something very wrong in your setup. if we are talking about a long sequence that involves some heavy raytracing, decent resolution and noise-free quality and you only have a laptop to do the job, then it's not unreasonable anymore some general tips: 1 - you can adjust per-shader sampling by adding Properties VOP, via Edit rendering properties dialog. in this particular case, what you'll be looking for are Ray samples. you can't adjust pixel sampling per shader. find list of the properties you can override in the link below (overwhelming) http://www.sidefx.com/docs/houdini/props/mantra 2 - 8 samples on light are, in general, unreasonably high. I almost never go over 2 or maybe 3 sometimes. it will only help you to clean shadow areas and direct spec (to some extent) 3 - sampling noise 0.01 may not be small number enough. try 0.002 for really fine sampling threshold (but it is directly tied to your min/max ray samples so you have to dial those in reasonably) 4 - for volumes you may have a better performance with similar or the same look with Raytrace engine rather than PBR or maybe even with Micropoly sometimes. it depends what exactly are you looking for. 5 - when rendering volumes, Indirect volume rays are the biggest killer. Second worst thing are transparent shadows on lights. Both of these things may play a vital role in how your render look like but in most cases it is possible to successfully cheat with multiple lights setup and achieve much lower render times (like an hour vs 5 mins, that kind of a difference). 6 - for volumes you usually don't want to play ray samples too high. depends on the particular case but I find myself frequently rendering just 1 or 2 rays and using more pixel samples and playing around a lot with transparent samples (Stochastic transparency - that is really important for rendering volumes and not going crazy), and volume/volume shadow quality. http://www.sidefx.com/docs/houdini/render/volumes cheers. D.
  13. well yeah, i guess... if it gives you want you want just take a look how it's wired inside the pyro shader and you'll see what's going on. you can probably steal it from there and use for any other volumes to render a matte. pyro shader is just a preset compound from a more basic nodes.
  14. sry for stating the obvious... you never know anyway, I suggest you using a new looping method with a template flag. that's what you want. with the old looping method, use two scene views. one with a pin outside of the loop.
  15. i would discourage you from using old style of for each loops (the one where you have to dive inside the node). it is a legacy feature and is not developed any longer. the new one is much more straightforward anyway even if it takes some time to get used to the different approach. in any case, you can always put a template flag at null (or any node) after your loop and look at that while working with the nodes inside of the loop (so you can see both at the same time). you can change the way how template geometry is displayed (in Display options) if default display style is not what you want (press D when hovering mouse over the viewport)