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Found 32 results

  1. What are the benefits/applications to creating an .rs proxy of a light? I only ask because I did not realize I was creating an .rs proxy of my object and the light in my scene when I created my archive. I realize now that I just have to check on the "export only selected objects" and it will exclude the light. It would have saved me a few hours of digging if that was checked on by default. Thoughts?
  2. In order to support Stylesheets, RS has to first support Material Override, which has been completed. Next step is Stylesheet support.
  3. Ok, so not a whole lot of Houdini Love over on the Redshift forums. Mostly Maya, 3dmax, C4D (in that order) https://www.redshift3d.com/forums/viewthread/10860/ Hence the reason for my posting here. Anyone care to share any Redshift tips, tricks and tutorials specific to Houdini users? Here is one great tip that Adrian from Redshift was kind enough to share for customizing RS Spot lights https://www.redshift3d.com/forums/viewthread/12283/#79060
  4. 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
  5. Im just getting into redshift and I have been googling around try to figure out if using the instancefile att is possible. I would like to instance files off disk so that I can have control over the frame of the cache that I'm instancing. I set up this simple test scene so feel free to take a look and point out what I have missed. Thanks, Stephen rs_instance.hip
  6. Hi My understanding is that any light names you enter into the Light Mask field will influence that geometry. So a wildcard ‘*’ means ALL lights will influence and by preceding the light name with a ^ symbol, you can subtract that particular light. But it is not working for me. Is there some setting in the RedshiftOBJ parameters that I am missing?
  7. Hi In the attached short clip notice on just the left side of the statue the rim lighting is creating a ‘dancing pixels’ or animated noise effect. These are all the relevant settings. What should I try changing to eliminate these dancing pixels in the rim lighting? Unified Sampling Min 8 Max 256 AET 0.005 Sample Filtering Type Gauss Size 2 Max Subsample Intensity 4 Max Secondary Ray Intensity 4 Global Illumination Primary Brute force Secondary IPC Num Bounces 3 Brute Force Rays 512 Irradiance Point Cloud Frames to Blend 0 Screen Radius 8 Samples per Pixel 32 Filter Size 2 Retrace Threshold 3 Camera Photographic Exposure enabled Tone Mapping Allowed Overexposure 0 DOF enabled (Use Houdini camera focus/fstop) Light(for rim lighting) Samples 16 Normalize Intensity enabled Intensity multiplier 70 Unit Type Image Luminous Efficacy 0 Shadow Enabled Transparency 0 White Marble (material) Reflection Weight 1 Roughness 0 Samples 16 BRDF GGX Anisotropy 0 Rotation0 Fresnel Type Metalness Reflectivity .04 .04 .04 Metalness 0 dancing_pixels.mp4
  8. Not so much a specific question but rather I am looking for a working example of a custom Redshift material using Subsurface Scattering I've tried implementing SSS in a custom RS material but so far no luck. Any chance someone knows of one?
  9. Playing with sound driven animation. Rendered in Redshift.
  10. Hi Discovered if I use a RS Sprite Stencil operation in a custom shader to define the outline of a material I can reduce my poly count in half or more. But will collision recognize this sprite alpha outline as though it was a mesh boundary?
  11. Hello all. This is the latest project I have been working on for my demo reel. Houdini / Redshift. I used growth to effect redshift displacement, some flaking using simple voronoi and spring sop that was activated by the same growth as the displacement. I plan on growing the infection across the beam sections and having them break apart. I was told it needs to be more saturated too. what do you think? All feedback is welcomed.
  12. I am coming up to my final term at Gnomon school of vfx and have the option to do an internship/externship as part of my credits. I feel working in production is where my studies fall short but other that I am rearing to go and become part of a team. I have been working mostly in houdini and rendering in Mantra, Redshift or Vray. Focusing on fx with a side interest in lighting and compositing(nuke). Please take a look at my reel, all of my contact details on in my reel, any feedback is welcome. Thank you.
  13. ok so the whole point of GPU rendering is to speed up your render pipeline. On a current project however if I cannot improve my 5 -10 minutes per frame render times I have no choice but to revert to Mantra (houdini) I'm running a Titan X Pascal card on a Ubuntu linux system with 64gb ram My scene is not too complex and fairly simple to describe. Animated smoke inside a glass sphere surrounded by some animating geometry(think gyroscope) Using 3 point lights inside the smoke, 3 area lights outside the glass sphere and 1 environment light. Outputting to 1080p half float .exr files. Here are my relevant render settings. Which of these should I focus on to reduce my render times(ie would have the least impact on quality and most impact on reducing render time)? Unified Sampling Min Samples 16 Max Samples 128 Adaptive Error Threshold 0.01 Filter Type Gaussian Filter Size 2 Max Subsample Intensity 2 Max Secondary Ray Intensity 2 Global Illumination settings Primary GI Engine Brute Force Secondary GI Engine Irradiance point cloud Num GI Bounces 2 Conserve Reflections Energy checked Brute Force GI Rays 1024 Irradiance Point Cloud settings Frames to Blend 0 Show Calculation checked Screen radius 16 Samples per Pixel 32 Filter Size 2 Retrace Threshold 3 Volumetric Scattering enabled Scattering 0.01 Attenuation 0 Phase 0 Fog Emission Apply Camera Exposure Compensation checked Fog Height .35 For Horizontal Blur 0.08 Environmental Scale 0.537 Camera Scale 0.087 Reflection Scale 0.027 GU Scale 0.595 Environment Alpha Replace checked Sampling Overrides Reflection Samples 512 Refraction Samples 512 Volume Samples 512 (all Samples Scale 1)
  14. Can any Redshift users (or Mantra for that matter) suggest some good starting points for realistic motion blur? You could easilly say "well whatever looks good" but there must be suggested settings assuming you are trying to match the look of a traditional film camera at 24fps. Attached is the Parameters window. Way too many options...wish there was a 'default' button:)
  15. I have a fairly straight forward Voronoi fracture exploding effect in Houdini. Right now I have my RS material applied to a material node after loading my cached fracture .bgeo file but before it enters my autodop network Nothing renders. Can any Houdini Redshift experts possibly have a look at my .hip and tell me what I am doing wrong? voronoi_redshift2.hiplc
  16. Hi I want to use a standard chop expression ie “chop(obj/chop_network/OUT/myValue)” inside a RS vopnet to animate a shader value. Is this possible? What RS node should I be using?
  17. Hey guys, Does anyone knows how can I add motion blur to deforming geometry on Redshift? Here in this example I managed to put motion blur on one sphere, which is animated by the transform tab. The noisy sphere just have a noise animation + trail sop to compute vel. but got no blur. The right object is a flip fluid. No blur as well Scene file is attached in case anyone want to have a look. Thx, Alvaro redshift.deform.geo.blur.hiplc
  18. Hello Everyone, This training is an update to the Tea and Cookies training. The training covers fairly similar topics such as modeling, shading, lighting and rendering. The primary difference is that instead of Mantra the training focuses on using the third party render engines namely, Redshift, Octane and Arnold. The modeling part of the training covers a variety of techniques ranging from basic poly modeling, VDB, fluid simulations and even POP grains to build the scene. This shading and lighting part primarily focuses is on building all the various shaders required for the scene using a variety of procedural textures and bitmaps. The training will also cover SSS, displacement and building fluid shaders using absorption. We will also build relatively detailed metal and plastic shaders. Trailer for further details kindly click on the link given below http://www.rohandalvi.net/dessert/
  19. Still a Houdini novice, but curious what all the fuss is with 3rd party renderers. Especially hearing a lot about Redshift. Can any experienced Houdniks summarize the key advantages of Redshift over Mantra? RS apparently used to create this impressive still http://jm-b.cgsociety.org/art/sculpture-maya-woman-houdini-nude-redshift-flower-figure-pose-dry-ballisticpublishing-cfe-expose12-figures-adult-3d-1345912
  20. Could someone explain how to render a pyro smoke effect with redshift. I can render a basic volume by not a pyro. I would appreciate it some could provide a simple hip file with a basic sphere converted to any pyro with the applicable shader. I'm trying to get my head around how to connect a volume shader with a pyro.. Many many thanks
  21. Hello Everyone, This is a series of videos on how to use the Redshift renderer in Houdini regards Rohan Dalvi
  22. Hi Have a simple scene with some splash geometry and a cylinder in the center lit by 2 area lights. I've increased my Max Trace depth for both Reflection and Refraction in my RS ROP to 7 each but still it seems my water splash lacks transparency. Can any Redshift users have a look at the attached .hip and suggest what I am doing wrong? redshift_test.zip
  23. Hello guys i was testing redshift for houdini and couldnt render volume... Does anybody having a problem about that or its just me? I tried to convert the volume to vdb , vdb volume , polygon soup and didnt work. then tried to add ObjParm to geometry and enabled volume parameter and didnt work again. What else i need to do?
  24. Hello, I recently downloaded the Redshift demo for use with Houdini, and I've been having trouble following the documentation on how to activate it for proper usage. It reads: Run the exe file. After installation, Redshift and the Houdini plugin will be installed in the C:\ProgramData\Redshift default folder. The Houdini plugin will be in the subfolder Plugins\Houdini. Log files, your license file (if using a node-locked license) and the Redshift preferences file are also stored in C:\ProgramData\Redshift. To use Redshift with Houdini, you'll need to edit your houdini.env file to include the following lines (Note the direction of the slashes!): HOUDINI_DSO_ERROR = 2 PATH = "C:/ProgramData/Redshift/bin;$PATH" HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/15.5.480;&" However I am unable to find the Houdini.env file in question anywhere on my computer. I've looked under Users>(Me)>Documents>Houdini15.5 ----- However I am still unable to find the .env file under this specified directory. I also have hidden files and folders checked ON with my machine. The documentation for this plug-in doesn't seem to specify where this file is exactly. Can anyone please help? This is quite frustrating, I have no idea what a .env file even is to be quite honest. Thank you!