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Found 9 results

  1. Hi guys I need hair matte for the rendering, but the hair work was done in maya X-gen. Can I import the hair into houdini?
  2. Hello! I have been searching online for a solution to creating an image plane to create an alpha matte. What I would like to do is get all the objects from my scene and have a separate black and white alpha matte for each object. I would like to be able to take the image into photoshop/after effects and be able to manipulate all the objects in my scene separately. I have followed the video below but this becomes quite the process once I have many objects in my scene. Ideally what I want is when I make an animation sequence that either the exr has layers with all the alpha mask or when I hit render it renders both my image and the alpha's as separate sequences. I also tried using this technique http://houdinitricks.com/matte-objects-houdini/ but when I activate the matte option it still renders the rest of my scene normally with only my object appearing in black. I just want a black and white alpha matte.
  3. Hello Odforce! I have found mantra to behave quite weird when it comes to instancing and mattes. I have a simple example scene where I want to render the instanced geometry with a matte. When rendering with the physically based engine it starts rendering after 2 or 3 seconds. When rendering with the micropolygon engine, mantra needs more than 15 seconds before it starts rendering. Now this can become troublesome if for example you have 5000 medium stones you want to scatter across a landscape and want another 10000 small stones. I am asking this because I have the my actual scene where rendering time won't start until 45 seconds with the micropolygon engine. The problem is that I have to use micropolygon because I'm rendering volumes and want to matte out geometry. I have included a demo file to show you the problem. Thank you in advance for your suggestions! Shadow_Matte.hip
  4. Hi! I've got a scene with a box and a volume. I am trying to split the rendering of each object into a different pass. In the `/out` network from the attached scene, the `composite_premult_matte` node regroups a first setup of render nodes, each rendering a specific object while setting the other(s) as “forced matte”. When adding the resulting passes in compositing, I get back the beauty as expected. Now I've set up `composite_extracted_matte` which this time extracts the mattes into the alpha layer of different files. For each “nomatte” render pass, the object(s) not to be rendered are set to “phantom”. When compositing the whole in Nuke, I don't get the same result as the beauty. I tracked it down to this Nuke's graph below, where post-multiplying the matte of the volume doesn't seem to match with the pre-multiplied version: `volume_nomatte x volume_matte != volume`. Note that this issue seems to happen only when dealing with volumes (transparent?) objects. Is there something that I'm missing within my rendering setup? Cheers! composite_volume.hipnc
  5. Hi everyone, I have a problem with alpha masks, for instance: I want to render a one object in front of another (in this example just a sphere in front of a cube). However, I want to render them separately, because one object (in this case the sphere) is already finished, while the other (the cube) is still a work in progress, so I want to render objects as they are ready, instead of waiting for everything to be done and rendering everything at once. Once the cube is ready I want to render it and use my Sphere as a matte object in order to get my alpha mask. In Nuke I then lay the cube over the sphere. Now my problem is that my merged alpha is not solid (see attached images). Any suggestions on how to fix it? Thanks in advance. Cheers, alphaProblem.hip
  6. hello fellas, lately i been needing a good way to composite smoke on a burning live action actor, i animated a geometry to match the motion of the actor as you might imagine neither the motion nor the proportion match, but most of the time its good enough for sourcing smoke. #ACTUAL PROBLEM# however i find it hard to obscure/mask/matte the smoke since proportion and motion is not a complete match. #CURIOSITY TORMENT# im looking a deep images for the moment( im very new to it) ive tried the DCM seem to be a good candidate for my situation. i got it to work and the recoloring logic, but the file size is huge 700mb for a single exr containing rgba, deep, objid but i dont understand DSM at all, i kinda expecting a depth shadow map looking thing as my lights are also using depth map shadows when i import it in nuke it looks empty.(deep channel only has (inf, inf) for (front,back) deeptopoints crashes as soon as i plug it. please share to me some workflows
  7. 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.
  8. Hello guys! I have come up with a problem where I want to render out some geometry that is totally opaque but want to keep it's alpha information on the alpha channel. I tried pluggin a constant value of 1 on the Surface Alpha value of the output node but the opacity overrides that and throws no alpha info. So in short, what I need is to make the geo invisible on the beauty but keep its info on the alpha channel. Thanks a lot!!!
  9. hi i want to render smoke with the matte of debri inside smoke to give a depth of atmosphere.