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rohandalvi

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About rohandalvi

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  1. Hi, This would technically be my first fan art in Houdini. Usually I make all of my fan arts in Daz and use Houdini to do some additional modelling since you can't model in Daz. This time I went the other way around primarily because I wanted to try the new Hair tool in Houdini 16. Which, by the way, are fantastic. The character and clothing were posed in Daz and exported as obj to Houdini. Hair and the rest of the scene is Houdini. Skin and hair shader is custom because octane doesn't have a skin or a hair shader. For my next one I'll try the new auto rigging tools on Houdini.
  2. I have at least two more lessons planned. One which will deal with a little bit of trigonometry and another for particles. I'm going to see if I can come up with more stuff. if you have anything specific in mind let me know and I can plan accordingly.
  3. Hello everyone, This is a simple introduction to using Vex.
  4. Mainly I just wanted to create a training using the other renderers available for Houdini. That was the primary reason. The other reason was speed. Literally every major object in the scene has either SSS or absorption or both. Mantra is never happy with either of those things. I'm not saying it doesn't give the results . It just gives it really really slowly. Which is why for the initial bit I focused on the GPU renderers. I still might make a version for Mantra when I start working on the Arnold version. I just haven't decided yet. I guess you'll find out in May.
  5. Hi, The Arnold version will be released next month. Sometime in the beginning of May. I mention it in the promo. I'll mention it in the web page too, to avoid confusion.
  6. Hello Everyone, This training is an update to the Tea and Cookies training. The training covers fairly similar topics such as modeling, shading, lighting and rendering. The primary difference is that instead of Mantra the training focuses on using the third party render engines namely, Redshift, Octane and Arnold. The modeling part of the training covers a variety of techniques ranging from basic poly modeling, VDB, fluid simulations and even POP grains to build the scene. This shading and lighting part primarily focuses is on building all the various shaders required for the scene using a variety of procedural textures and bitmaps. The training will also cover SSS, displacement and building fluid shaders using absorption. We will also build relatively detailed metal and plastic shaders. Trailer for further details kindly click on the link given below http://www.rohandalvi.net/dessert/
  7. Hello Everyone, This is a fairly long introduction to Arnold in Houdini.
  8. 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
  9. 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.
  10. 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.
  11. 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
  12. 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
  13. Hello Everyone, This is a series of videos on how to use the Redshift renderer in Houdini regards Rohan Dalvi
  14. Lesson 2 - Custom render target Lesson 3 - Using custom attributes
  15. Hello everyone, This is the first in a series of videos on how to use Octane in Houdini. regards Rohan Dalvi