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Found 105 results

  1. Download : https://www.dropbox.com/s/amy4f2smp8qt2m4/Spark - H16.rar?dl=0
  2. 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:
  3. 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.
  4. 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.
  5. Hi there, I've got a render task which has been rendering for a while now - however, just as it gets to the last frame, instead of finishing, it automatically goes back to rendering from the first frame. It's stuck in a relentless loop of 'auto-launching'. No error logs, any idea what it could be?
  6. Hey all, I'm getting some strange pixelation issues in my fire render. I was playing with various settings all night yesterday. I'd love to get past this part and start working on the look of it. Has anyone ran into something like this before? To give you an idea of scale, the model is 25cm. I would attach a .hip file but I'm using a bgeo cache for some elements, including the fluid source. Thanks for any help in advance
  7. Hi I have to work on and animated piece of cloth where the individual square pieces are docking into the animation. How would you go about the rendering? I got an attribute that separates bright pieces from the dark ones. Can call that attribute into the shader but need more variation. Would you use a for each loop to iterate over each piece in order to apply e.g. individual uvs for each piece? The material should be very sparkly on some parts.
  8. Hey,I am new to ocean simulations in houdini. I have a beach tank that I would like to render only the foam. The reason why is we are rendering everything else in Maya, including the water mesh. Does anyone know of of a tutorial or can anyone point in the right direction to rendering a “white water pass” correctly so it can be composited on the water render? Thanks
  9. 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?
  10. Hi guys I'm making explosion fx with box, (like lego movie) and how do you put explosion color on box?? I tried to get density, heat or temperature attribute and multiply ramp param but I think it doesn't work or I did wrong way. If you have any ideas please help me thank you CubeEXP.hip
  11. Hello everyone, I have recently wrote an inhouse python plug-in in c++ for houdini. H2A is a custom plug-in to export houdini geometry in arnold ass file format to be able to load in mtoa, htoa or c4dtoa. This plug-in exports almost every geometry type to arnold i.e. points, polygons and curves. You can compile or grab the compiled plug-in from: https://github.com/sergeneren/anima/tree/master/anima/render/arnold/H2A P.s. please excuse my sloppy c style
  12. 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.
  13. render

    HI, how render fur in houdini16? its totally different than houdini 15,
  14. 10 Cores shouldn't be this slow?..Should it? (also hair details don't seem to show here? any ideas)
  15. I've been following the quick tutorial on the SideFX website that links to a vimeo video explaining 'god rays' in houdini; https://www.sidefx.com/tutorials/quicktip-light-beams-through-volumes-god-rays/ However at one point he rotates the camera to avoid looking directly at the box volumes edge because it renders with some funny banding effects. Is there really no other option than that? I tried using a tube but that's worse. I'm thinking it's kind of limited for animations if you have to hide or avoid the edges somehow but like the effect.
  16. Hi everyone, Here's a weird one: I am trying to use the crowdsource to copy a simple agent animation on a point sim. It is basically a swarm test. Now the problem is that when I try to render my agents they render as boxes. So far I have done a couple days of research but I didn't seem to be able to find a solution or anybody with my same issue. The simple answer that I gave to myself was "use the copy sop with some timewarp stamping for each point" but the copy sop gets too heavy to quickly. Does anybody have an idea of what am I doing wrong? I have attached a zip file with the hip and the fbx of the bee animation. Thanks for your help! bees_test.zip
  17. I'm trying to render out my file under two separate mantra nodes, one for the particle simulation and one with the lighting. Neither of them seem to be working? I went to render and it stopped and now the mantra nodes are red. Any suggestions please? Ball Pit Ball mantra nodes.hipnc
  18. Hey, What is up with these white patches? Do i just need to turn down refraction or sim at higher res? Thanks
  19. Hi everyone, I'm in desperate need of some help. For whatever reason I decided to take an Visual Effects Unit for my final year of Animation at Uni and I am completely stumped. Houdini is a completely new area for me and I have so little time to finish my project I am having trouble even understanding what it is I need to do to achieve my final goal. I am wanting to create a simulation which looks like a massive group of ball pit balls dropping onto the floor (I'm incorporating live action footage to the simulation). I'll attach the file with what I've done so far. I'm still playing around with the amount and lining it up with the footage and stuff but I would really love to make them appear more bouncy and also any tips on how I should make them look like they're less shiny and more matte like ball pit balls? Do I need to do that when rendering or incorporate it now? Thank you so much!! Any help would be appreciated! P.S Anyone who could explain this in pure simpleton terms would be amazing Ball Pit Ball Simulation.hipnc
  20. Hey Guys, I am pretty new to Houdini so excuse the noob question. I did a pyro sim and saved it for 120 frames as .sim cache. Client asked for extra frames so i came back and simulated extra 100 frames. When I render I get the proper render for the original 120 frames but for the remaining 100 frames I have a frozen frame at F120. In my cache files I can see the size changing so it seems like the sim went all the way, but in the view port I cant see it (It is frozen after frame 120) and in the render it only renders upto 120 and then frozen frames. I tried re simulating the whole sim for the entire 220 frames but it sill gives frozen frames at 120. SO I am a bit confused as to what should be my next steps to trouble shoot this issue. Cheers!
  21. Hello! When I added image to history in Render View and then restarted Houdini or my file, my images history are disappearing. Is it possible in Houdini to save image history?
  22. Ok, the title appears obvious but my question is that I have found that when I render a still above 1920 1080 the picture won't display properly in a standard display application like windows picture viewer. I understand that those other camera options like 2K or 4K resolution are for video format... So my question is, I have HD images that fit standard display in these applications but the pixel resolution is over 3000. How can create images that are of the highest definition but can be viewed in the standard ways. Maybe I'm confusiing 1920 1080 with pixel resolution or I'm I? Thanks for your help..
  23. Hello, I am struggling with adding all deep render properties inside a mantra node with python. To do so manually via interface is quite simple, I go to node - edit render properties - filter *deep* - add them all. However I am modifying mantra nodes with python and it would be great if I could do the same thing automatically. So far it seems rather tedious - I need to create all ParmTemplates, match their signatures and append to a FolderParmTemplate and set this to the node. Another thing worrying me is menu parameters - I do not need to create interface with menus, can I only set the desired value? Is it equivalent to creating a string parameter and setting it's value to menu item's name (not label)? Thanks, Juraj
  24. Hi I am a new user of Houdini living in Korea. I want to give a vector blur in the direction of the dots. I tried to draw a pass and draw a vector blur in nuke, but the direction is straight. I tried it with normal and I tried it. Failed to resolve for a week. So I simply gave the vector blur to the sphere and it did not work. It seems to be a render problem and I do not know what the problem is. I upload two hip files. Why does the value of the copy node remain the same? Finally, how do you study vop? ... I know that it's related to arithmetic math. But it 's confusing and hard to see. Please help me.. vector_2.hip vector_1.hip
  25. Trying out Arnold for the first time in Houdini and can't seem to find a way to render in the background.? The only button on the Arnold node is "Render to disk". I've searched the Arnold docs, and this forum and can't find anything relating to this. Anyone know how to get the same functionality as in the mantra render node that has the "Render to disk in Background" button.? I'm sure it's something simple, but can't find a button anywhere on the Arnold node to allow this. Thanks for any info E.