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Found 18 results

  1. Very simple scene was made in Houdini. Rendered by mantra Scene by link dropbox.com/s/znam9x90lprlwy5/LIGHT_mushrooms.hip?dl=0
  2. Hi, I am pretty new to Houdini and I've got a noob question: how can I only render the light and shadow on the ground without the ground? Thanks a lot, Máté
  3. Hi guys, I was wondering if it is there any way to change certain object's parameters depending on whether I'm inside of a subnet or not. Basically my problem is that I have a rendering subnet hda, which allows me to only render stuff that is inside, or referenced inside my subnet. But the issue is that if I have multiple subnets in my network with multiple lights in them, every light is visible in the viewport, making it hard to work with lights, since everything is visible and added together making the entire screen look blown out. I know I can disable the "Enable in Viewport" checkbox on my lights manually, but it would be awesome if it would be possible to only enable that checkbox on my lights when I'm actually inside my subnet and disable them when I go out from it automatically. In case anyone has any ideas on how to achieve this, I would appreciate if someone could nudge me in the right direction. Thanks in advance for any help! Best, Laszlo
  4. Warcraft Movie magic Effect

    Hello,everyone,I need to do a effect like this pciture. I made some test ,but looks dont like this, so i upload this picture,maybe someone can tell me some ideas, thanks!
  5. render passes

    Hey everyone, I'm working on the scene of water effect. I project a texture (.exr format) that there are few spot lights on the image to a grid card through a constant shader, in order to catch the reflection from the projected lights on ocean wave's surface and big spray ( created by millions particles), and there are 4 lights ( envlight, 3 other lights ) in the scene. Then, I render the wave and spray all together. For the moment, the passes I use are: color(RGB), normal, all_emission ( created by Mantra- Extra Image Planes- click " Combined Emission"), depth of field, id. I could do some adjustments in Nuke by using those passes. the lights on the card are reflected on both wave and spray very well on the color(RGB) pass. But on the all emission pass, the lights from projected card are only reflected and restored on wave surface, not on the big spray ( particles). So I couldn't grade them down and up by using this pass. I tried to assign the wave's material to the big spray ( particles ) , it still doesn't work. Does anybody have the same situation, and how can I solve the issue ? I know that I could use other method to grade separately in comp, however, I would like to know the reason. Thanks very much!
  6. Hi guys, I'm testing Arnold for Houdini and I noticed that mesh light doesn't work in any condition. So do you think there is a way to recreate a mesh light with Arnold light shader? Thank you
  7. Hi everybody, I'm working on a smoke simulation, but in the display when i look at to the density of my volume i'm bit confused about the result. Instead to have a shadow on my volume i get something as a black hole (like if there was no density, see the picture below, it looks like my volume is sliced.). Although I can see the density appear if i put another light to lighten the shady part of my volume i would like further explanation to make my mind clear. So i was wondering: -Is it normal to see a black hole instead a shadow ? -Do i lost my data, or the volume is not display but the data is still there ? -Is there a way to get more accurate display on the volume, to see a real shadow instead nothing (a setting in the light or anything else ?) ? Thanks a lot for you help, Marles
  8. Hello, I'm new to houdini (maya user). I have some animated trails that I've turned into a mesh light. I'd like to get the trails to do two things: - emit a ramp from red to yellow - fade off at the end of the trail. I'm using the latest redshift_v2.0.52 - that has the new ramp node. And Houdini 15.5.523. I can get a ramp to work with the incandescent shader. But it would be great to use the mesh light. Thanks! Light_Trail_Mesh_v12_clean.hiplc
  9. Shading Fractal Shapes

    Hello everyone, does anyone know how can I shade a fractal shape like this on the picture with houdini mantra?? Thank you.
  10. Hi there, I am trying to integrate a simple box into a photograph that I found on the web. The idea was to just experiment with matching lighting and shadows. In my scene, I have created a grid for the ground, and roughly lined it up with the objects in the photopgraph. I then placed a box on top of the grid and used a distant light, and an environment light to light the scene. I applied a shadowmatte to the ground plane to catch any shadows occurring on it which has given me a nice alpha channel in which to composite shadows. My problem is that in the scene, the dog is casting shadows with a slight blue tint to it. I would like to match my box shadow color to the dog's shadow color. I understand that I can apply a color to the environment light to match the color temperature of the photograph, thus matching the shadow colors too, but obviously this won't work with the shadowmatte as it contains no color information. Obviously if I were casting shadows on a mantrasurface or similar diffuse surface I would get the proper colors of the shadows, however I would like to achieve this effect using the photographic backplate. Is there any way of achieving this with shadowmatte or AOVs, inside Houdini? Or does this need to be faked in compositing? What would be the best approach to this simple object integration? Any help would be really appreciated! W. shadow_test_04.hipnc
  11. Hello Dudes, I have a candle flame with the pyro2 shader. We want this kind of shading. The problem is that the flame should only illuminate itself and nothing else in the scene. The emission ends up in the direct emission pass. I asked around and couldn't find a solution. How would you get rid of the emission of the flame in the indirect emission pass? I tried out the Billowy Smoke Shader, but it also has emission on it. If there is no way of doing this, we would just render out the flame in a separate image. Cheers, Johannes candle_flame_a_0004_jf.hipnc
  12. Hi everyone! Got new issue. Made shader - will not attach file, it's quite simple - just a standart Oren-Nayar diffuse connected to Cf output. Want to make diffuse and illumination passes from it. Made Parameter noder for this outputs of Oren-Nayar node. Added image planes and 2 simple light sources with different colors. Want to make passes for each light individually. But receive empty black passes when "For each light" toggle on. When off - got my pass, but for combined light. What I'm doing wrong? I know that there I should use Illuminance Loop node some how, but I haven't figured it out by myself. Houdini help didn't help, as Google. Tried to put my diffuse into Illuminance Loop and export parameters from it - doesn't work for me. Can you help me with this issue please?
  13. copy lights

    http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=32626
  14. Hello guys. I was trying to work with glass material and caustic lights. However I have a problem while creating a material for the plane. The caustic lights and shadows are casted to the plane. So I don't want the plane to have diffuse channel, I just want alpha information for the shadows and alpha information for the refracted light that is bouncing in the floor in a sepparate alpha channel. Is that possible? I need to compo it into a live action footage so I don't want the geometry of the plane to be exported. I thought this idea could work: 1. Export the whole geometry, the glass balls with the floor. 2. Export direct reflection and refraction passes. 3. Export a CONSTANT COLOR matte of the ground but NOT the glass balls. So that we can crop out the diffuse of JUST the floor in the compositing stage. This must be super easy and not as this silly work out. How do you composite caustic lights? Thanks in advance guys.
  15. Hi everyone! I'm currently working on a fairly "illuminated" scene, where I use loads of dim instanced point lights. Normal lights provide the option of setting an attenuation radius, which usually speeds up rendertime a lot, but the "light template" does not provide that option. As shaders I use the asadlight and rayshadow. Asadlight has something similar, which is an attenuation ramp that gets multiplied with the attenuation, so you can set it to black after a certain distance. I know this should visually have the same effect, but is it as efficient as the radius option in the normal point light? Is there any other way to "clip" light? The reason I'm asking about this is because I set the attenuation radius to black after a certain distance. I set up a render and it takes ages, despite the fact, that its only in range of about 4 lights. Once I deactivate the other lights, the render goes super fast. Any advice, experience, wisdom or other info is much appreciated! Thanks a lot Sustaxata
  16. ramp base on a light

    how can i use a ramp base on a light? i am trying to get something similar to the HIP file, (that is using vops and a camera), but how can achieve something like that in the shader? with out having to carry all the attributes in the points, i am asuming should be something like ramp projected from an object? or i have to import the attributes in the shader? thanks. attributes_from_camera.hip
  17. Hi! I have a little problem of getting the world space translation of the Sun light object in the vex light shader. What I'm doing looks like this: transform("space:light", "space:world", {0,0,0}) This statement should return me the vector I'm looking for. And it returned the correct value at these wonderful happy days of Houdini 12.5. Now in Houdini 13 it also works well but not for Sun light objects. With a Sun light it returns the world translation of the camera. When checking the transformation matrix in H13 with: getspace(getlightname(), "space:world") we can see that the matrix is correct except the translation part. One can say that the Sun light is a kind of a Distant light that represents just a direction not the position. And virtually it's true. The light itself represents the direction. But the object still exists in the IFD with it's fully correct transformation matrix. By the way I can get this transformation for the actual Distant light. It doesn't work only for Sun light only in Houdini 13. Do you guys have any suggestions about how to solve this problem? Do you think it is possible to get this world position of the Sun light in the light shader? The scene in the attachment shows the problem. Take a look to the terminal output. lightspace.hip
  18. Greetings How to edit code of environment light? I guess gi_light shader is core of env light [from shelf menu], am I right? Still, environment light has more options than gi_light and seems to behave more accurate. I wanted to see if there's easy way to get angular or cubic projection of environment map. Right now in environment light [and gi_light] there's only sphere projection which is by default. I know there's isixpack utility, but I am not looking for such methods . I was looking for answer for about month, so: geometry light: too noisy, too slow constant shader: too noisy, 0 control about source samples Any tips&tricks?
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