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Everything posted by davpe

  1. Double-sided materials

    or you can use "Two Sided VOP"
  2. bakeTexture SurfaceColor(cf)

    unfortunately there is no straightforward way. you would have to build it again in SOPs or render the texture and use it as a source for point colors. theoretically you can copy an paste nodes from mat net to VOP SOP but that generaly doesn' t work well. shame .-/ other way around - from SOP to shader it's very easy thou just by reading geometry attributes.
  3. Clarisse iFX ?

    from what point of view do you want to see it? clarisse and fusion are two very different products and I don't think any general comparison is relevant.
  4. Arnold in houdini Errors

    hard to say whats the problem without seeing the scene. anyway it looks like you're mixing arnold and mantra nodes together. raised errors complaining about principled shader suggest that. also, lights in your scene seems to be mantra lights. those obviously can't be rendered in arnold
  5. bakeTexture SurfaceColor(cf)

    use baketexture ROP then
  6. bakeTexture SurfaceColor(cf)

    don't bake Cf. pipe surface color into arbitrary channel and render that as a custom image plane. predefined channels never work for me when baking (or maybe i just did not understood how it's supposed to be used)
  7. in Render tab on your object you can set Render visibility to "-shadow". that makes an object invisible for shadow rays.
  8. Bad Parameter Reference Error

    it looks like you are referring to parameters/nodes that don't exist in your scene.
  9. hi, i haven't read the thread above but: 1 - I noticed render time increase with very large number of aovs (dozens). Otherwise, in typical cases I don't think difference is large enough to really notice. 2 - i don't think you are supposed to setup depth pass in any way. just allow depth in aov presets on mantra rop and it will do depth i think for a distance at which camera clipping planes are at. like world units. simple as that. then i comp multiply by whatever scale you need. see histogram to get min/max numbers.
  10. Background image

    dunno, works for me... i usually select a sequence from file browser and it just works if frame numbers are matching. tried it just now. expression is simply path_to_files.$F.jpg
  11. Background image

    that's probably bcs numbering of your files is wildly different from your timeline frame numbers. you have to compensate for that so those two match. so if you want that file background.098766.tga to be visible on frame 100 you need to type "background.`$F6 - 98666`.tga
  12. Background image

    filename.`$F`.jpg $F takes whatever is your frame number on timeline. $F4 will take that frame number with padding (i.e. 0001 instead of just 1) if you have different numbering you can use something like filename.`$F - 1000`.jpg
  13. Background image

    i think it's greyed out when you already have an image in perspective view in viewport display options. not absolutely sure, it shouldn't normally be greyed out thou
  14. Rendering light & shadow

    why don't you do two renders and then comp them together? sure you can get both in one render but that will require some setting up that you'll have to figure out
  15. Rendering light & shadow

    just use shadow matte material preset. that is the easiest way I guess.
  16. have you tried to save to exr or some other format that can contain custom channels? anyway you can render to disk - that way everything is saved into a disk file automatically. or you can render to mplay and then choose file>save frame and save it to exr.
  17. Hey guys, anybody noticed baking textures with baketexture ROP takes HUGE amout of memory? I mean... right now I'm trying to bake 7 udims at 4k and every single udim takes up to 40 gigs to render (!!!). So with 64 gigs of ram I can only do one udim at a time. That is ridiculous. This happens every time with any model, with no bitmaps used in the shader. I could understand baking complex shader may take a lot but this really looks like some sort of memory bug. On top of it, render cache is not flushed after each frame (udim) so it keeps accumulating. I don't believe this is normal.
  18. Neill Blomkamp & Oatstudios

    i think it's all Oats studio's inside job (but it's just what I've overheard...)
  19. concerning compositing, if you have two render with differently scaled depth channel for instance, it should work if compositor multiplies channel data of one render to match the other one. only they need to know what is the scale difference - which is probably always the same so I don't see that much of a problem here. companies I've been working for were also scaling assets upon loading into scene. scaling a camera to make your scene appear different scale (as you suggested above) may be a very bad idea in some cases. Not sure what exactly were issues coming from but I've seen renders introducing artifacts when camera was scaled, or significant differences in render times (like 20 mins vs. few hours).
  20. Arnold, houdini, ocean

    it is there in houdini as well. you have to go to Arnold/Visibility tab on the object itself. If you happen not to have Arnold properties on the object you can add them from Arnold shelf tool.
  21. @numpt vs npoints (VEX vs Hscript)

    yeah, sorry I misread your post so I just repeated whatever you said btw. nice trick with 1st AND last pt!
  22. @numpt vs npoints (VEX vs Hscript)

    i think your initial conclusion was almost right, only you forgot that point numbers start with 0. so with expression @ptnum == @numpt-1 only the last point would be in the group. if you think about it in form of specific numbers: you have 5 points, with numbers 0-4, obviously. your @numpt = 5 and therefore @numpt-1 = 4. then VEX code iterates over each point: ptnum 0 == 4 = False ptnum 1 == 4 = False ptnum 2 == 4 = False ptnum 3 == 4 = False ptnum 4 == 4 = True edit: sorry I misread your post so i've just repeated what you said
  23. image adjustments to textures in /mat

    i'm pretty sure mantra can do very similar color operations to any other renderer. you already discovered color correction. that's it for exposure, gamma, saturation, contrast, hue. for levels, you've got Fit Range VOP and Fit Range Unclamped VOP. Color Mix VOP obvisouly allows you to mix colors by a bias (or alpha). then you've got Hue Shift VOP for, well, shifting hues. Another thing you can do with colors is Blend Regions VOP (it can supposedly blend colors by threshold. I never used it but might be interesting to explore), Ramp VOP (for creating gradients), and then of course you can use any math operations to adjust colors: Add, Mult, Subtract, Divide, Modulo, you name it. I'm sure I forgot mention a few but this is good to get you started. cheers. D.
  24. @numpt vs npoints (VEX vs Hscript)

    what are you expecting to be in the group selection in the second example (@numpt-2)? your first example has a boolean result so it can be either positive to put in the group or not. but if you have a point number, then you run "number - 2", the result may be something like 245. how do you decide if that is something that belongs to the group? it would work if you typed "@numpt-2 == 245" - then if (number-2) equals 245, it's gonna be in the group. result simply needs to be 1 or 0 to make it work as those are the only valid indicators whether to put an element in the group or not.
  25. Execute string in Python ?

    well... I'm no python expert but I would approach it this way: mat = hou.node('mat').children() geo = hou.node('obj/box_object1/material1').geometry() attrib = geo.primStringAttribValues('str') counter = -1 for i in mat: counter += 1 value = attrib[counter] i.parm('basecolor_texture').set('C:/'+str(value)+'.exr') it takes string prim attribute (possibly based on group names) and returns a tuple with all the attribute values. then in loop you can insert values into texture paths on materials (or anywhere). not sure if that is exactly what you're after thou...