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Found 178 results

  1. Hello node friends ! I have a problem in hands here. Basically I'm doing a stadium crowd sim. So far so good. I'm then doing the shading over on the material style sheet and rendering with mantra. I also have a cloth sim with the same proprieties over on that style sheet. The problem I have here is the following: I can render the flags over on the farm with the IFD generation, I've included the SHOPs on the mantra ROP. That part is solved. When it comes to rendering the Crowd, it just renders black. I've tried caching out the results, using procedural geometries and the procedural agent SHOP but it still renders black. I can render it just fine on my machine, when it comes to the IFD rendering part, the machines can't render it. Notice that I have all the agent caches and maps over on a shared network drive that it can access, otherwise the cloth wouldn't be able to render it either. Any ideas?
  2. Space Suit

    Hello I've started with this around H 16 release. Basically wanted to explore, to which level I'd be able to use procedural modeling when it comes to characters. So, "non procedural" part here belongs to another app, exactly Maya, where I've created a base body model, rig, posing - while Houdini part is hair of all sorts (hair, eyelashes, eyebrows..), also a lot of suit. Detailed map, what exactly belongs to which app is here. Let's say that 'harness system' is what I'm considering as most successful part. Later, started with Mantra renders, which turned out in kind of addiction - here are few of around hundred renders of this thing, I did in Mantra.
  3. Hi. I don't know how many people actually go crazy with crowds and render them but after simulation fun, all the flipbooks, there's rendering nightmare. I solved many issues but this just beats me - does anybody know what could be the cause of random parts of the agents disappearing? The smaller ones, knights, are taken from Mixamo and they never flicker, but the bigger ones, baked before and and all that stuff, just go crazy. Some of them are ok the whole time, some of them partially disappear and reappear. I'm out of ideas. They're ok in the viewport. Some short videos: https://youtu.be/gxx_bYH19Hk https://youtu.be/jCpBqh-GAb0 I've attached a screenshot. Is it the scale problem? (they have a scale of 3, with some randomization). But why do we have scale then... I put them in separate network, so after the sim each group is in its own GEO node, because at first it seemed to solve the problem, but no - different frame and it's back again. I've reopened the scene, restarted the computer, rendered several times. I've removed the shader, changed it to simple Principled Shader without any adjustments - nothing helps Any tips are welcome.
  4. Hi! I have a question about mantra and world position pass. I have followed aRtye's description from this page: https://www.sidefx.com/forum/topic/34302/ and set up a P_world pass that renders in Mantra. The problem is that I get an edge when grids are overlapping each other (see image below). I have tried getting rid of the edge by lowering the opacity limit in the Mantra node, but that gives a black edge in the C pass. Removing the filter from the alpha channel in the shader gives a slightly better result, but nothing I have tried gets rid of the edge completely. Does anyone know a solution to this problem or a better approach to get a world position pass? Example file (using the Houdini butterfly image file): p_world.hip
  5. Help With Speeding Up Render

    Hi all, I was determined to get a clean render out of mantra for this sequence, which I sort of managed to do, but the render times are just too high. I'm looking at over 5 hours per frame for something that is quite simple, as you can see from the attached screen shot. I could get something that looked reasonable, but to stop the highlights crawling between frames I just had to turn pixel samples up high. Nothing else seemed to sort out this problem (light quality & reflection quality just didn't work). The particular point I focused on was an area on the glass, on the centre of the image at the top - there's a small rectangular reflection from one of the lights, and where this went over the inner lip of the glass there were just always fireflies. The only thing that removed them was cutting the colour limit to 4 (from 10) which dulls the image, and turning up pixel samples to 12x12, which everyone seems to think is very high. I feel there's something I'm missing when it comes to getting a clean render. I've attached the hip file which contains the geometry and the hdr so, if anyone is able to help, just open the scene and see if you can get a better render time than I did. Petri_Dish.7z
  6. Deep Images

    Hey Guys, So I am doing a bit of an experiment. I haven't worked with DCM and DSM in Houdini much so I could use some information. I want a "Full Deep" (not sure if thats the term) of my image. I want each sample of my deep too store my rgba at the z sampled. The result should be when I DeepCrop this in nuke as I slice back and remove objects in front of background objects this reveals the pixel information behind that object. I initially tried with DCM and the DeepEXR works great but it does not seem to sample my e rgba of the object behind this. I read through the properties and tried some stuff but I feel like I am missing a step to get this result. EDIT: I understand this is prob not a standard application but is there a way to store that rgb information at each sample of the z? Any Solutions? Cheers! particles_example.hip
  7. Hello, I have encountered strange difference in render outputs from different computers and I have hard time figuring out what might cause this to happen. I have created scene on my laptop and then tried to render it on workstation. Both computers have the same Houdini version installed (16.0.736) but they produce different results when rendering. I am attaching both renders - first one rendered on laptop and second on workstation. On second picture, there is strange noise and highlight around area in the middle (exactly where the point light is located inside cloud). I was rendering the same scene and I expected the result to be the same as on my laptop. The main difference is that my laptop is running on Linux while workstation is running on Windows. Also there are different CPUs in these two computers (laptop - xeon; workstation - i7), but I guess that should not make any difference. Please, does anyone know what might cause this difference in renders? Thank you very much. Best regards Trandzik cloud_test_01.mantra1.0001.exr cloud_test_01.mantra2.0001.exr cloud_test_01.hiplc
  8. Hi all, I am attempting to render out hair curves and only have them generate at the time of render. As I understand it, setting the hairgen node (created from a fresh scene from the shelf on a rubber toy object) render parameter to Hair Generation = "Generate Geometry in Mantra" is supposed to do just that. If I switch that parameter to "Use SOP Geometry", the hair renders out fine, but that defeats the purpose of not writing out the geometry beforehand and thus bloating the size of my IFDs. Otherwise none of the hair renders. Has anyone seen this happen or know what needs to be changed in the scene? Is this a bug? This is using HoudiniFX, v16.0.619 I cannot supply my scene file, nor screenshots, but this is happening in both my actual scene file and in a fresh launch of houdini with simple geometry as the only geo in the scene.
  9. Hello guys, there are so many old threads how to render the big amount of particles, I'm guessing maybe there are some modern approaches in newer Houdini versions? Here is my workflow: I have saved 100 mln of particles (pos, vel, color) It takes 3 min to render and 30GB of Ram if I load them by Load SOP. It takes 2-3 times quicker if I use Delayed Load Shader. But it's hard to use it coz I have procedural particle scale, dynamically changing colors by vex, etc in SOP level. Re-make everything in shader seems too complicated in my case. Also, I tried Packed Disk Primitive in Load SOP. But to make color, pscale changes I must unpack it and performance drops like loading file as usual geometry. Any other suggestions how to deal with big point counts? Maybe there is any more modern way? Thank you in advance.
  10. Hey All, I am trying to instance high res geometry onto low res packed points and then render some extra image planes such as a velocity pass for compositing. I set up a scene with the instancing and rendering setup that I am currently working from. To set up the custom image planes, I use a bind node to import the velocity attribute I want written to an image plane and then wire that into a bind export node to export it to the surface context. Then in the mantra node, I create the extra image plane which reads the exported velocity attribute and writes it to an image plane. This setup seems to be working with the packed fragments but doesn't seem to be working with the packed disks. As far as I can tell, the issue lies with the first bind node not successfully importing the velocity data. I do believe that the bind export IS working which I tested by wiring a constant vector value into it. If you can think of a solution to this issue, I would very much appreciate it! Thank you! WillSoko packedDisks_v01.hipnc
  11. This is a personal project i've been working on in houdini . so hope u like it .
  12. 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:
  13. Hello friends, I was using Arnold for a long time while also playing with Mantra, but until now I never really had a time to dive deep to Mantra. The thing I really adore about Arnold is that in its settings it has this beatiful "Samples calculator". It seems just like a small detail but in my personal experience it was a great help for optimizing heavy renders. So few weeks ago I decided that I would try to create some similar calculator for Mantra. At first I implemented it by Arnold example which works like this (I'm not 100% sure with the equations but in my tests they work ): Camera (AA) Samples = pow(Camera (AA) samples parameter, 2) Diffuse Samples (Min) = pow(Camera (AA) samples parameter, 2) * pow(Diffuse samples parameter, 2) Diffuse Samples (Max) = pow(Camera (AA) samples parameter, 2) * pow(Diffuse samples parameter, 2) + (Diffuse depth parameter - 1) * pow(Camera (AA) samples parameter, 2) Specular Samples (Min) = pow(Camera (AA) samples parameter, 2) * pow(Specular samples parameter, 2) Specular Samples (Max) = pow(Camera (AA) samples parameter, 2) * pow(Specular samples parameter, 2) + (Specular depth parameter - 1) * pow(Camera (AA) samples parameter, 2) Transmission Samples (Min) = pow(Camera (AA) samples parameter, 2) * pow(Transmission samples parameter, 2) Transmission Samples (Max) = pow(Camera (AA) samples parameter, 2) * pow(Transmission samples parameter, 2) + (Transmission depth parameter - 1) * pow(Camera (AA) samples parameter, 2) Total (No lights) Samples (Min) = Sum of all min samples above Total (No lights) Samples (Max) = Sum of all max samples above But soon I realized that Mantra does not work this way. (Well yes, it was silly to think it works the same way ). So after reading a lot about how sampling works in Mantra and talking to my friends I came up with this calculator: ray_count_calculator.hdanc Which counts ray count like this: Camera Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) Camera Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) Diffuse Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Diffuse samples parameter * Global multiplier parameter * Min ray samples parameter Diffuse Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Diffuse samples parameter * Global multiplier parameter * Max ray samples parameter Reflection Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Reflection samples parameter * Global multiplier parameter * Min ray samples parameter Reflection Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Reflection samples parameter * Global multiplier parameter * Max ray samples parameter Refraction Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Refraction samples parameter * Global multiplier parameter * Min ray samples parameter Refraction Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Refraction samples parameter * Global multiplier parameter * Max ray samples parameter Total (No lights) Samples (Min) = Sum of all min samples above Total (No lights) Samples (Max) = Sum of all max samples above While using premise that these parameters in Arnold and Mantra influence the same things: Arnold Camera Samples = Mantra Pixel Samples Arnold Diffuse Samples = Mantra Diffuse Quality Arnold Specular Samples = Mantra Reflection Quality Arnold Transmission Samples = Mantra Refraction Quality Arnold SSS Samples = Mantra SSS Quality But there is a catch: In Arnold if you set Diffuse Samples to 0 you will get black diffuse indirect pass In Arnold if you set Specular Samples to 0 you will get black specular indirect pass In Mantra if you set Diffuse Quality to 0 you still get samples in diffuse indirect pass In Mantra if you set Reflection Quality to 0 you still get samples in reflection indirect pass So I think we can be sure that Mantra pixel samples fire also diff/refl/refr/sss samples - so when having diff/refl/refr/sss parameters set to 0, their corresponding rays cant be 0 (but I really don't know and can't find out how much of them is fired) Also pay attention to the clamping of pixel samples - in my tests pixel samples parameters were always clamped like this: clamp(Pixel samples parameter, 1, ∞) - when using values lower than 1 the result was always the same as when using 1 This catch made my calculator useless It seems that Mantra fires all kinds of rays even when using pixel samples only while Arnold does not. I personally did not expect this behavior and as far as I know it is even not documented. (Or at least I could not find it). I spent few days trying to figure out how these parameters could relate to each other but I did not find any good solution. So in my frustration I decided that it would be probably better to ask you guys if you did not try to create some calculator like this before or to find out how all Mantra parameters relate to each other I think it would be a great help for all Mantra users to find out how Mantra works "under the hood" Thank you very much for any advice and have a nice day.
  14. 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
  15. 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?
  16. 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?
  17. 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.
  18. 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.
  19. 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
  20. 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.
  21. 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.
  22. 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/
  23. 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.
  24. 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
  25. 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
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