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rohandalvi

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About rohandalvi

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  1. Hello Everyone, This is a fairly long introduction to Arnold in Houdini.
  2. Hello everyone, This training is a series of small projects that will cover the process of creating a variety of volumetric effects in Houdini and rendering them using Octane. This training is primarily focused on modeling and rendering custom volume effects. Over the course of this training I'll cover a variety of effects which include building and rendering clouds, making a pyro shader and using the blackbody emission to control the pyro shader. We'll also build custom volume effects such as a gas flame and a nebula. Finally we'll take a look at building controllable volume lights and volume fog. NOTE: Additional lessons for Redshift and Mantra will be added to this training towards the end of October. (They will be available separately for download depending upon your renderer of choice. These parts will be charged separately.) For further details click on the link given below http://www.rohandalvi.net/volumetrics
  3. Alright, so I managed to get it faster and cleaner with lesser samples but using a purely volumetric approach. The light streaks inside are also volumes. The previous render was 5000 samples and it took 10 mins for 1100 pixels and it was still very noisy. This is a Full HD render. It came down to 6 mins for 1500 samples and it's a lot cleaner.
  4. This is a really rough test with Octane. I only have the Mesh streaks lighting up the cloud and since that has more polygons they tend to cause a lot of noise so I need simpler lights. But this is about 20 mins of work without trying to optimize anything. This is rendering it pure brute force path tracing with 3 light bounces which affect the volumes as well but I think I can figure out a way to cheat it. I can turn the light streaks into volumes and add it to the cloud structure as a temperature volume. The you light up the whole thing like you would light up a Pyro sim using a pyro shader. The thing with Octane is that achieving the look is fairly easy. You just need to manage to the rendertime. That's the tricky part.
  5. Redshift is about 2-3 times faster but getting the look from redshift turned out to be surprisingly a lot more difficult than I had thought. There were also some issues with some of the builds where Volumes weren't rendering. Octane is slower but I get the look fairly easily and since these are mostly stills I just let them render out. Like the nebula render is pretty much in camera including the glow and glare on the stars. I just did some minor color balance stuff in Photoshop. I'm still figuring out the redshift volume shader, once I'm happy with the look I'll post some redshift renders. But for now it's Octane
  6. Hello Everyone, A couple of renders done using Houdini and Octane. Rendered using a single GTX 1080. The render time is relatively high but I love the look. The nebula render has very little post production. The cloud render was tweaked a little in photoshop using Color Efex pro. These are part of a new training series on volumetric rendering. Nebula - Render time - 1 hr 50 min at 4K resolution Clouds - Render time 45 min for Full HD
  7. Hello Everyone, This is a series of videos on how to use the Redshift renderer in Houdini regards Rohan Dalvi
  8. Lesson 2 - Custom render target Lesson 3 - Using custom attributes
  9. Hello everyone, This is the first in a series of videos on how to use Octane in Houdini. regards Rohan Dalvi
  10. Hello Everyone, This training covers the process of building a highly detailed sci-fi power module and it's surrounding environment entirely from scratch in Houdini. To model this scene we shall use a combination of poly modeling, NURBS, VDB and a little bit of VOPS. This training will also help highlight the advantages of having a procedural system while building complex models and environments. The final chapter will take a look at how to render the scene in Octane Standalone by exporting the scene using Alembic. For further details kindly click on the link given below http://www.rohandalvi.net/advmodeling/ The final renders of the scene can be viewed in my still gallery. http://www.rohandalvi.net/stills/ regards Rohan Dalvi
  11. Hi, I've been creating a series of videos on recreating the Mograph tool set from Cinema 4d in Houdini. Here are the first four videos. Cloner Object Falloff Step Effector Random Effector I'll keep updating this post with more videos as I make them. regards Rohan Dalvi
  12. Hello everyone, This training demonstrates how to use Houdini to create a parametric vehicle. Over the course of this training we will see how to use Houdini's basic polygon modeling techniques to create a fully controllable and procedural Vehicle model and also set up all the various parameters required to control and animate the vehicle. The training will also explain how to add secondary jiggle motion to the vehicle animation using CHOPs. Towards the end of the training we shall go through the animation, materials, lighting and rendering of the "Silence of the Vans" animation in which I had used this Procedural Vehicle. Trailer Animation Link to training http://www.rohandalvi.net/vehicle regards Rohan Dalvi
  13. Hello Everyone, Black Friday sale at rohandalvi.net 27th Nov. - 1st Dec 2015 (midnight to midnight Indian Standard Time) 30% off on individual parts 40% off on bundles Also I recently put up two new Houdini tutorials on creating animated Line graphs, Bar graphs and Pie charts in Houdini using actual data from excel. Line and Bar Graphs Pie Charts in Houdini regards Rohan Dalvi
  14. Oh man, thank you so much for this. Your file taught me quite a few new things, like I never figured out how to convert groups to name attribute. Thank you once again. I might be using part of this technique in a small tutorial, I'll definitely be mentioning you. regards Rohan
  15. hi, I need some help. I have an old file which uses the old foreach node. The file is basically a bunch of boxes which stack one on top of the other. The foreach loop essentially reads the size of every previous object and applies it to the next object effectively making a stack. I'm trying to recreate it using the new For each system, but I'm drawing a blank. If someone could look a the file and let me know what to do I'll be most grateful. regards Rohan Dalvi foreach_stackobjects_feedbacksystem.hipnc