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brianburke

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brianburke last won the day on December 27 2013

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About brianburke

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    Initiate
  • Birthday 12/20/1987

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    brian
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    gnar, pathtracing

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  1. Fast Point Instancing in 12.5

    from the journals: Tuesday, April 30, 2013 Houdini 12.5.390: Fix a performance issue in fast point instancing setup that would lead to very slow startup.
  2. "Where do Babies come from" VFX

    pbr!
  3. Houdini Fur

    try starting from a new 'material shader builder shop' with only a lighting component (pysically based hair model or surface model with hair normal) and a texture read. building a fresh shader really simplifies things and allows you to add only the features you need to your fur shader. mantra can render to texture space. if you create a simple shader that renders length as color, you can use the 'uv render object' parameter on the mantra rop to render your length attribute as a texture. you can then read it back in as a length map. you can create an arbitrary number of uv layers. you could for example make uv attributes called uv1 uv2 uv3 uv4 uv5 each with different layouts. you can also arrange your uvs beyond 0-1 space in different tiles and use different maps for each udim. as long as the number of curves matches the number of points on your skin mesh and the curves are identical to each other in topology they can be used as guide curves for houdini fur. it is possible to create guide curves in maya and import them into houdini. i can't really imagine needing to do this, since the new marschner stuff and the traditional isotropic+hair spec models work pretty well, but any kind of custom shading model can be written in vex as an illuminance loop. good luck. houdini fur is rad!
  4. Benjamin button titles

    ha ha, cool rage texture.
  5. VEX Volume Procedural

    thanks for the knowledge DanBode/dennis.weil
  6. VEX Volume Procedural

    as far as i know: the cvex is executed per shading sample at rendertime. the P position is object space position of the shading sample, not world.
  7. VEX Volume Procedural

    i ran into this a few months ago and reported it as a bug to sesi, i believe they've fixed it since, so maybe re-upping your h. version might work? from the journals:
  8. Studying Renderman

    here's my two cents: renderman is equivalent to houdini in a lot of ways. learning renderman will make you more skilled at houdini and vise versa. both promote a very low level understanding of computer graphics and stuff... rsl vops are pretty much the same as writing rsl by hand. i would recommend using rsl vops and inlining things you want to write by hand, if only for the convenience of having houdini manage all of your 'shader' calls and your code organization (via otls and stuff...) if your goal is to learn renderman, houdini is the best place to do it (rather than using rfm or trying to do everything by hand) because houdini's renderman setup is very low-level and extensible. i can say with almost complete certainty that you will never be limited in your use of renderman because of houdini (i can't say the same for rfm/slim/etc). that being said: renderman is a very good renderer, but so is mantra. if you can do all the things you are trying to do in renderman in mantra instead, i'd recommend using mantra (because its "free", more tightly integrated with houdini than renderman, and its easier to use). 90% of the stuff on 'fundza' can be done in mantra. good luck and have fun. renderman is pretty awesome.
  9. Volume Implicit Field to PRman

    not sure if you know this already but you don't necessarily have to write a plugin or use any custom formats to do this. the utility 'hbrickmap' makes a brickmap volume prim out of a .bgeo volume. it makes rendering houdini volumes in prman an out-of-the-box capability (and it works quite well).
  10. if your geometry has uvs, you can use the 'uv object' parameter on the mantra rop to render to the uv space. you can run the mantra process for each frame to get an animated texture baked.
  11. have you already adjusted the filtering parameter on the texture vop? you should turn down the filter width if you haven't. are you raytracing? micropoly rendering introduces a layer of filtering by it's nature, so raytracing is going to give you sharper results. if you must use micropoly rendering, turn up your shading quality. good luck.
  12. diffuse bounce distance limit?

    setting the scope and the maxdist in the 'indirect lighting' vop. here's an example: indir.hip
  13. big soft area lights and pbr. all raytrace everything. (just my 2c)
  14. diffuse bounce distance limit?

    howdy. this is totally possible. you can send the diffuse brdf out of your surface model and use it to run an indirect lighting vop. this can be scoped and limited to a maxdist. it would be cleaner to do this in a light shader, and i think it wouldn't be too hard to do, but this is simpler. (the indirect light also has a maxdist parm, but i haven't used this before) good luck
  15. transfer animation from point to group

    if you use attributes rather than groups you can do everything in the 'apply data' foreach in a single vopsop. this makes for a big performance gain. in this case, with simple geometry, its only 100% speedup, but with hundreds of thousands of pieces and millions of points on the animated geometry, this method works in minutes where foreach would work in hours. here's your same file with a vopsop replacing the foreach. i colored the nodes i created to do this in pink (only ~3 more nodes to make the appropriate point attributes for the vopsop) btw- cool animation anim_procs_attribs.hipnc
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