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Found 40 results

  1. Hello All, I have created a model in Houdini which consists of 6 different sections. All those areas have their unique Point attribute, so I merged everything into one object with the help of VDB and transferred all the point attributes. I would like to have a different shader on all those 6 sections of the geometry. My approach was to create one Redshift Shader network and with the help of Blend material and Unique attributes for Blend weight, separate all shaded areas. But for one of the areas I needed to use separate Blend Material and a different displacement. So do I need to create Groups based on those Unique attributes and assign shader within the geometry node with 6 unique Redshift Shader networks? Or there is a way to assign those 6 shaders by the attribute?
  2. Hello fellow scientists,I am currently working on a shot where I want to render out an indoor-explosion over about 50 frames. Now since I can't get my mantra render-times below 20 minutes (in FHD) I had hoped to render the volume in redshift more quickly because I have had good experiences with rendering just density in RS.The problem comes up as soon as I start to use emission with redshift. I start to get very weird boxes of emission around the edges of my volume (it seems to be like 16 cubed boxes of voxels reminding me of compression.) - screen attached. Screenshot_50 has about the look I want to achieve, but with this weird halo. When I amp up the emission, the boxes become apparent.Not sure if I tried switching to VDB to render, but I'm not hopeful that would change much.Has anyone come across this issue before?Attached is also my hipfile with the way I set up my render and one cached frame so you don't have to sim again. (Including my approach to an indoor-explosion for anyone who might learn something from that - please do!)I would really appreciate any thoughts on this. (And if my decision to move away from mantra in this case is actually remotely sensible - I'm really unsure.)Thanks,Martin Grenade_RnD_v20.hip
  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. I can't figure out how to get the output created by the "Sky Rig" shelf tool from the Cloud FX shelf to render with Redshift. I have no similar issue with the volume created by the "Cloud Rig" tool, although both seem to me like they create a VDB volume with a channel called "density" (which is what I've tried to render in Redshift with an "RS Volume" shader, which again works just fine with the kind of volume that "Cloud Rig" creates). What am I missing?
  5. PIPELINE TD NEEDED

    Hi everyone, We're urgently looking for a solid Pipeline TD to join our growing team in Bournemouth, UK. Must be eligible to work in the UK. Desired knowledge/expertise: Maya, Houdini, Redshift, Golaem Crowd, Python, Deadline, Windows and Linux, UI design, solving per show render and data-flow challenges, liaising with department heads. We are an 80-seat full service VFX studio working on film, TV and commercials. Recent projects include Life, 47 Meters Down, Philip K Dick's Electric Dreams and Nocturnal Animals. We are looking to expand even further over the coming months to accommodate a number of big shows that we've won recently. We operate a little differently to a lot of our contemporaries, putting staff treatment first and encouraging healthy work/life balance through 7-hour working days and discretionary overtime/TOIL for the odd occasion that deadlines stack up. We're five minutes away from the beach, too. If you get the chance, please check out what we've been up to at www.outpostvfx.co.uk! IF YOU'RE INTERESTED, PLEASE EMAIL US AT TALENT@OUTPOSTVFX.CO.UK. Can't wait to hear from you!
  6. Hi all, I want to import a particle simulation from houdini to Maya without using the Houdini engine and render in Redshift. I made a way around it stamping spheres into particles and exporting them as Alembic, but the file is too damn heavy. Do you have any suggestion? Thanks in advance.
  7. I understand the relationship between Unified max samples and so called 'local' samples. And the importance of keeping Unified samples less than Local samples. But what I find confusing is the relationship between BF, material and light 'Local' samples. Which takes priority and is there a recommended sequence of steps when reducing noise?
  8. Seven Dancing Swirling Blobs

    This is an enhanced version of an earlier animation. This time it was rendered with a dual 1080GTX G1 and 960GTX in Redshift. So instead of taking 3 hours, it took about 1hr30 - I guess there are ways of making it quicker but I'm still in the learning process
  9. [REDSHFT] Materials

    Hi, I am looking for redshift shaders/materials to buy. I am also intrested in importing/converting fbx materaials to Redshift. Anyone have any suggestions? It seems to me that a nice set of materails would make Redshift or houdini a lot more powerful...
  10. I made this video to try out Houdini's Texture Bump mapping, Popnets and Transparency with Redshift... I also wanted to break things!
  11. 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?
  12. In order to support Stylesheets, RS has to first support Material Override, which has been completed. Next step is Stylesheet support.
  13. 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
  14. 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
  15. 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?
  16. 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?
  17. Gyrosphere rev 1

    Playing with sound driven animation. Rendered in Redshift.
  18. 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?
  19. 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.
  20. 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.
  21. 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)
  22. 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:)
  23. 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
  24. 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?
  25. 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
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