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Found 7 results

  1. Hey, I am looking for advice on a good workflow for rendering and compositing a pyro sim with both fire and smoke. I know that fire has no density, only smoke. So, I turned on two image planes, one for smoke_mask and one for fire_mask. What exactly do I do once I am inside nuke and what are the intended purposes for the fire and smoke masks? How are they to be used together? Thanks, Evan edit: Do I need to render out fire and smoke separately or is one pass with both fire and smoke mask enough?
  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. Hi all! Maybe this is a very stupid question... but it seems to be a difficult thing to do so here goes; Is there an easier way to output depth maps for After Effects? I now have to import my renders into Houdini and put them through a comp network to equalize the values to get a usable rgb map. importing directly from Houdini into After Effects results in a black and white map with no detail in between. How do you guys do it? cheers, Jeffrey
  4. Hey guys!!! I’m playing with a large ocean render using Mantra PBR. In my scene i have a simple HDR environment light, and an Area light. The Area light is actually creating all the specular highlights in this render and shader is the default from ocean waves. I’m not sure what passes to render for composite.. Right now i’m rendering depth pass, normal pass and directreflection pass. I would really like to have the specular in a pass, and maybe some kind of motion vector pass, how do i achive this? Since i'm using the defualt shader, i'm guessing i just have to use the correct vex variables for output extra image planes? If that makes any sense.. And can you houdini experts perhaps recommend me some other passes to render for oceans and flip fluids? Any help is greatly appreciated, thanks!
  5. Motion Vector Pass for Volumes Houdini

    Hi, I have been working on a motion vector pass for Volumes in Houdini specially for version13 for few days now, and after looking at some forums and and files with little bit of tweaking I have a version. Two Actually. Please look at the pass in action in the video Below. I just want to know, what more to do and what to tweak need to be done to it (& how) to make this production usable. I have uploaded the file below, if you want to look at the file/ tweak it. Please suggest, which one is more usable, the one with Full Opacity filtering or the other one? And what do I do abiut the jitter on the pass? Thanks in advance for the help, and thanks to the people whose posts I refered to, to reach this far as I am just few weeks old with houdini.motionVectors2v2.hip
  6. Please excuse me guys,I am new to Houdini and I was trying to generate few passes of Pyro in Houdini but unfortunately I was unable to achieve those,I hope you guys would help me in resolving the following issues I have faced. I have enclosed my project as well as rendered .exr files for your consideration. 1)How can I generate motion vector pass by using Raytrace Engine in Houdini 14 Build 14.0.291 ? 2) I have generated few passes in houdini please check .exr file but I am unable to see fire and smoke mask in nuke though these masks are visible in Houdini Image Viewer.Please also explain how can I comp them together especially motion vector? 3) Can you explain me should I render Pyro using raytrace engine or PBR,I find raytrace engine fast and more efficient than PBR ,please correct me what I am doing wrong or how can I speed up my PBR rendering without compromising the quality? 4) Is there a way I can add displacement to my Pyro ? 5) How I can generate Volume Light Pass ? 6) How I can generate RGB pass ? Thanks in anticipation. Houdini_Pass_Projects.rar Pyro_Pass.rar
  7. Dust hits

    Normally all the effects I've made I've had geometry provided to me/modeled it myself. What I'm wondering now how to make it interact with the plate as well/render passes I can give my comper to deform the plate. For example a dust hit. Obviously, there is dirt involved, so I guess my question is how would I go about making this within Houdini? It's the kind of "dirt" you would have for a soccer field. I've applied a vopsop with a turbulent displacement for some jagged/rocky type looks and added some interior detail to my vornoi but I guess I'm wondering what the next step would be or possibly something I may be overlooking? I've also tried adding subtle fur aswell for some grass. It's a slow motion shot/dust hit action sequence so I want to really nail the overall look. Thanks guys!
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