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Found 168 results

  1. Mantra Freezing

    Hey guys, i can provide my scene if needed, but my problem is after 2-5frames rendering to disk Mantra literally just stops/freezes rendering. Ive changed my frame ranges, new mantra render nodes, pathed to a diff hard drive which i thought had worked but didnt. Just seems ridicolous, frames that are rendering are coming out exactly as wanted, Just dont understand why its freezing for no reason? heres the scene too; Any help would be great as im trying to do some test renders and at the minute not suceeding due to this issue ocean_v2_t7.hipnc
  2. Do any of you experience with replicating 1 to 1 the look you have in Substance Painter in Houdini 16 using the Principled Shader? The PBR metal/rough workflow with the metallic and roughness maps seems to be straight forward, but plugging in my maps from Substance Painter as is, produces a render that is much darker than what I have in Substance Painter. Perhaps the colour space is off?
  3. Mantra render trouble

    Look at my render here... Notice I have these funny effects where some render buckets appear to not have finished rendering. I have pasted in my mantra settings to the right top and bottom. What is causing these render anomalies?
  4. Hey, I am rendering to disk a 400 frame ocean simulation. The ocean mesh and foam particles are cached out. I hit render to disk, and it will randomly stop rendering. No error. It even still has render dialog up. However, the file size on frame it is "rendering" currently doesn't change and there is no mantra checkpoint. It just stays sits and does nothing. I have to keep starting the job again and again. Once I start it again it keeps rendering till it randomly stops. What could cause that? This has happened to me before on other simulations. Thanks.
  5. Hi Can someone shed some light on how to render a velocity pass, from a flip fluid vdb mesh, for compositing? Here's a reference videos:
  6. This is a personal project i've been working on in houdini . so hope u like it .
  7. Does mantra do not have a motion vector pass? If so how to render it? Every explanation I found on internet is quite old from 2009 I can only hope there are new methods to do this, right? Any help will be appreciated.
  8. Terrain Building in Houdini

    Hello Everyone, This training is will cover the new height field tools introduced in Houdini 16. The training comprises of 5 projects that will cover techniques to create a variety of terrains. Over the course of the projects the videos will cover a majority of the heightfield tools such as noise, pattern, mask by feature, heightfield layer, erode, heightfield wrangle etc. The training is available for Redshift, Arnold, Octane and Mantra. For more information kindly click on the link given below http://www.rohandalvi.net/terrains
  9. Motion vector pass for pyro

    Hi GuysI faced a problem recently while rendering out my motion vector pass for pyro.I had cached out my pyro sim with a vel multiplier through volume vop as I did not want to change the shutter offset value more than 1 as it was giving me some artifacts.While rendering the motion blur what I get is fine as I have already a premultiplied velocity in my pyro cache.the issue is when I try to get a motion vector in my aov mantra doesnot show any info when I switch off the allow image motion blur option.When I keep it on then I get to see the aov. Strangely if I keep the allow image motion blur option switched off and put a value of shutter offset 1.1 then mantra starts showing the aov.I fail to understand this as I had already had vel multipler vop while caching it out and thus I dont need any shutter offset value(its at default value 1).NOTE: I tried h14 and h16 all same results.(just thought maybe due to some bug issue)Please advice.
  10. Rendering Pyro

    I'm clearly being an idiot here. Can someone explain to me why if I render a pyro sim from two different cameras it looks totally different - even the alpha is different? One is wide and far the other is close up. One directional light, mantra. Is this a scattering issue within the shader? I'm using the stock pyro material but I've removed the flame colour bits and thrown in a heat>fit>ramp into the emitcolor instead.
  11. Canary Surge V2

    Hi there! this is my new Canary Surge V2, improved workflow for whitewater, foam and shading stuffs.Please watch in HD 720. Vimeo compression kill of the fine details sorry. http://ipsvfx.com/project/canary-surge-v2/
  12. In mantra render, Micropolygon, Ray tracing and Physically Based Rendering (PBR), which one is faster ? What is the limitation ? ( My need : still image, different materials, no motion blur, no fur) Thanks.
  13. IFD Workflow Basics

    I put together a simple intro to writing/rendering IFDs, using Packed Disk Prims to make better IFDs, and using HQueue to efficiently generate IFDs for rendering with Mantra. https://vimeo.com/223443000
  14. Goodmorning everyone! So, my problem is t he following. Everytime Im building a scene, no matter if complicated or simple, my mantra output comes out black. If I open a fresh Houdini scene. Place a box, light, camera and the same mantraROP it renders just fine. However if I make even a simple billowy smoke preset the render comes out black. Any ideas? Houdini 16.0.504 Indie
  15. I have experience using deep rendered images as a compositor at large facilities, and while the file size is large, the ability to work in nuke while slower is still functional and the benefits of the deep render outweigh the file size and comp slowdown. I am doing some testing with Houdini for a whitewater sim and the DCM output is gigantic.. depending on the particles on screen, file size maxed at 3.2 GB for an exr frame. Nuke needless to say can't handle this, even Houdini's output of a DCM with a relatively small amount of particles will bring Nuke to a dead crawl. It seems like there are quite a few DCM settings buried. Does anyone have any experience on optimizing the DCM settings to get a result that is good but saves on file size and computing for Nuke? Cheers, Ryan
  16. Mantra Checkpoint Tiles

    I have a long-ish PBR render (4-5hr frame) that ran to 66% with checkpoints enabled before timing out on the farm. I resubmitted the frame with checkpoints enabled and got the message: >Resuming from checkpoint file: read 4040 tiles from /path/to/bla_sh004_lighting_v010_bty.1062.exr.mantra_checkpoint (I presumed this meant a successful resume) I then watched as my new render started from exactly the same tile as the first render... it didn't seem to actually skip any part of the render. Is this expected behaviour? Am I misunderstanding checkpoints? I figured this should start back up SOMEWHERE near the percentage of completion I got up to previously, but it appears that's not the case... edit: interesting observation is that looking at the images in Nuke, the same tiles (up to 66%) in the EXR are there - just a hunch that the new render is just rendering straight over the old tiles instead of recognising that they've, in fact, been completed. Is this possible?
  17. rendering fire, test renders

    Hi all! I'm doing some research on rendering pyro explosions, and here's the result of my comparison between mantra on houdini and renderman 21 on maya using a vdb cache from a pyro explosion. https://vimeo.com/218752467 my thoughts I'm pretty happy with both of them, fire looks detailed as I expected from the hi res sim, and I like the way the light scatters through the smoke and lit it. renderman version came out "hotter" in terms of color than the mantra one, but I guess is something to do with the way blackbody radiations infos were passed to the emission component of the shader, so I can probably get closer one to the other by remapping values in a slightly different way mantra pros render the explosion with mantra was fast in terms of setting up the scene, and the shader is much easier to play with. It's also nicely setup when you create the pyro sim, so you can get a nice looking fire in a few click. cons I found render time slower than renderman, and I couldn't find a way of getting rid of the huge amount of noise in the meshes lit by the explosions (especially when the core of the explosion is brighter) , although my render settings are pretty high (I think): pixel samples 9/9, min/max ray samples 1/9 with noise level 0.005, diffuse and volume limit 5 renderman pros I managed to get faster frames with less noise on the surrounding environments cons set up the shader was kind of a pain compared to mantra. I needed to import fields and remap some values to make them work with PxrBlackBody, nothing too complicated but far more slow compared to mantra I'd really like to get feedback, ideas, personal experience or anything you'd like to say about it
  18. Help understanding a shader

    Hello community, Some months ago I asked how to achieve this kind of effect Blackpixel user at sidefx forums did an awesome job with a mantra shader, at that time I was just learning the basics so I get stuck trying to understand, here is the post if someone wants to check out ( https://www.sidefx.com/forum/topic/44970/ ) I'm uploading the file that blackpixel did, all in mantra with shader builder, now that I learn the basics of shader builder I'm trying to really understand what he did, here are my thoughts: So he take a worley noise (4 points) and split up to 5 fit ranges, one is set to the refraction, he multiplies 2 to get the displacement, then he does several multiply with colormix, is this to get the colours on the borders? I tried to do it myself from scratch (attaching the hip too) with a similar but not the same result, I started adding one by one to see what is doing but I can't figure out yet. My main cuestion is, from a designer point of view, lets say I want to create a shader that is black/milky (btw he isn't using SSS but it looks like), how should I think to say: this will be the plastic hole, this will be the border one, this will be the main surface, I guess he's doing all of that dividing the worley in fits right?, mantra is kinda scary yet so powerful. Sorry for the long read Cheers! worley_holes_blackpixel.hip worley_holes_caskal.hipnc
  19. Sailing ship - Houdini

    Houdini 15.0 - simulated using flat tank, and custom forces added in front and back of ship to get the wakes.render time : 15-20minsrendered in mantra and comped in nukeThanks to my mentors who taught me the awesome tricks to achieve the results.model downloaded from - cadnav.comAny advice or feedback appreciated.
  20. Move points at render time?

    Hi all, I wasn't sure whether to put this into shading or effects, so it just ended up here. The title says it all - is there a way to move points at render time? Just apply a noise or something like that, essentially a render time VOP Network. The reason is I have a heavy piece of geo that just needs to sit in the background and wobble slightly. That's all. It seems very wrong to write out geo for every frame.
  21. I'm having trouble with mantra rending hair with houdini16. I keep getting an error message. [17:06:10] mantra: Unable to resolve geometry op:/obj/geo1_deform/OUT_GROOM. Please ensure the object is included for rendering. You can turn off vm_renderable if needed. Invalid detail specified Invalid detail specified Invalid detail specified I don't know how to turn off vm_renderable or what is causing mantra to fail here. Is this a bug? any help much appreciated B
  22. Hi, I just released a new tutorial about lighting and rendering with Mantra in Houdini. Over 5+ hours of content. Topics include Cameras, Lights, Lighting Setups, Materials and Shaders, Render Settings, and Scene Management. If you don't know where to start with Mantra, or with lighting and rendering, in general, this is a pretty good, comprehensive explanation: http://helloluxx.com/product/houdini-training-learn-jumpstart-vol-8-intro-to-lighting-rendering/ -Adam
  23. Hey all, The team at Psyop just open sourced their ID matte toolset called cryptomatte. I started working there a couple months ago. we are looking from some contributors for Mantra implementation for the project! anybody interest? https://github.com/Psyop/Cryptomatte Have look and if your interest hit up the team, we are eager to make this apart of mantra Cheers!
  24. hey guys we are hitting a wall. kinda thought it should be simple, but the motion blur in Mantra isn't matching the motion blur coming from Maya-Vray render. any tips or the reason why this would happen? thanks
  25. I'm watching Houdini 15 Masterclass | Shaders and Shader Building tutorial which shows the pbr specular node. I can't find this node in houdini 16. I find a specular node that also has an f output but not the pbr specular node. even though it is in the Houdini 16 docs. Is this node included in houdini 16? Has it been removed? thanks!
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