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Found 84 results

  1. 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
  2. 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.
  3. Hi everyone , When do ı simulate in houdini about pyro,fluid,grain, I disappoited during simulation or at cache time. :/ For this reason , i ask to build pc for houdini dynamics. But I don't know requirements for system . Processor option may be amd or intel. Max budget 3000$ 3500$. In addition , System ? Cpu? Motherboard? Min Ram? Min GPU ? Min Core ? be grateful for your helpful.
  4. Hi guys, So have a explosion peice ive been working on working upto final render - now im looking for a way of efficiently seperating out each element (Base explosion, dust blast, shockwave, trails) - I would use deep but i know deep files get huge for volumes quickly and im not sure on how the houdini deep pipeline works. - I really dont want to add extra render time tbh, soo any handy or efficient tips? - thought about rendering each element seperately instead too rather than all together - but it would need the holdouts/influence off the other elements and tested this using force matte/phantom but couldnt get what i was after - would provide a hip file but i feel theirs no need this is more of a general how would you go about it? Will give me more control in comp and mean i can do breakdowns of the elements without rendering twice Thanks Chris
  5. Hi, We started using deep rendering and noticed nuke scripts literally explodes if we forgot to check "Exclude from DCM" for each extra passes. My problem is, how do we exclude base components from DCM, like Direct Lighting and Indirect Lighting? There is no Exclude from DCM checkbox for those passes. I tried in H14 and H15. Do I need to manually export those passes in the Extra Image Planes section? Thanks Maxime
  6. I have two objects, one thing I want to turn off the dynamic blur, a reserved, but I do not know how to set. How can I force Mantra to pick up the per-object parameters? Cheers PS: I'm using H13 per-object_mblur_01_119.hip
  7. Hello everyone, I begin to use the take system in Houdini, it seems to be great but I have an issue. I have two simulation that I like in a Dop network, their parameters are setted with the take system. Once I want to export it, I lay down two dopIO node, set the "render with take" on each take, and press save to disk. If parameter "Valid Frame Range" is setted to save frame range, it worked great, but if I have the param setted on "Save current frame" it seems to render the current take (or Main take). Is anyone else having this bug or maybe I have done something wrong ? If someone else have this bug, is there a way to submit a bug to side effects ? Thanks !
  8. I tend to remember that there used to be a render attribute to chose between continuous or discrete deep image samples. I can't find it in v15. Has it been removed, or am I mistaken that there was an option? thanks
  9. I'm trying to get some subtle refraction where objects intersect my fluid. It's working, but I can see spheres from the FLIP particles which is making the fluid seem chunky. It should be a smooth looking liquid. How can I fix this? Thanks! flipChunks.hiplc
  10. Hello! I'm kind of new to Houdini and when I save a frame in mantra ( file > save fram as... ) it doesn't keep the real color which are displayed in my mantra render. I tried TIFF, TGA, JPEG 100% and nothing worked, colors are still different from the one coming out of my mantra render.. Any idea how to keep the exact same color ? Need help, have a nice day guys! Fay
  11. I have this project that involves third party model with XGen fur from Maya, I tried looking for solution and so far haven't found any. Just need to be able to render the scene without need to restyle the hair with houdini hair system. Thanks in advance. P/S will be rendering with Renderman.
  12. I would really appreciate help with doing the simplest possible volume render using RenderMan in Houdini. I always just get a black image. I think my issue is that I don't know how to set up a volume shader... A sample .hip file, or just telling me which nodes to use, would be very appreciated.
  13. Hi, I got myself an old HP Proliant DL380 G7, with dual X5650s, 48GB Ram (Soon to be 96GB) and a bunch of SAS drives, which I am planning to use for rendering next to my WS. My question is, how would I most efficiently use it for rendering if I decide to install Linux on it, while running Windows on my WS? Currently I have all my projects and files on dropbox, but I am considering moving it all to a NAS in my network so that they can both run from that. How would you guys setup that kind of rendering? Does Hqueue support that right out of the box, or would something like Qube! be better? Cheers, Jonas
  14. Hi My understanding is that Indie v 15.5.528 supports Octane but NOT Redshift. Is this correct? If so, anyone have an ETA for Redshift support?
  15. 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
  16. Hello Houdini Masters! I'm having trouble with finding a starting point for creating a beam of energy being shot out of the barrel of a weapon. I haven't worked with particles much, but I don't really understand how all those particles become something so clean as a solid beam of "energy". I have some reference as to what i would want the beam to look like: (lilo & stich - the green ray from Jumba's gun): (WoW: Legion trailer - Sylvanas's arrows she's shooting) If anyone has any links to tutorials, articles explaining the process for this, or has any first hand experience working with partcles/"energy"beams your help would be most appreciated. Thanks in advance
  17. Hello. First thread here, sorry if this is not the proper section. I have a simple question. I was doing a batch render (using hrender) and I forgot to specify the image format. So now I have a bunch of files without an extension. I thought that wouldn't be much of a problem, however, I tried to rename them to exr, tif and png without luck. I can't get Nuke or Photoshop or windows to read them, they look like corrupted files (more precisely, with the wrong extension, I think) If it's any help, the resolution is something like 600x300px and each file has around 5MB (which I figure is pretty big, which is why I thought they were exr, but apparently they aren't) Thanks
  18. Our new GridMarkets Simulation and Render Submission tutorial is out! Our new video tutorial describes how to submit a Houdini render or simulation to GridMarkets. A sample .hip file can be found at the bottom of the following page to help you to get started: How to submit a render or simulation to GridMarkets
  19. Hi, I am rendering with Arnold a scene which contains really small portion of frame. Maybe 5%. Rendering of this part is really quick as shaders are just flat colors without shading, GI, glossy etc... But rendering the rest of the frame - empty, or black area takes much more time. Is there a way to render only part of frame which contains geometry and maybe a little padding (for motion blur)? Because it would speed up my renders up to 10x times Thanks, Juraj
  20. We'd like to let everyone know that we are now supporting Houdini 15.5: www.gridmarkets.com/houdini Thanks for your interest and have a great week, Patricia and the GridMarkets team‪
  21. Hi! I'm using houdini engine with cinema 4D. I've got several C4D projects with a hda that read files. When I just click on render, my scene is rendered perfect, but when I added my project to render queue, C4D alerts me that it doesn't found my digital asset and I need to render several projects during the night and I cannot be all the time in front of the computer waiting until one project finished render to click and render the other project. Does anyone knows if there is a way to solve this?? Thanks!!
  22. Hi awesome guys on odforce, I am currently trying to optimize my volume render and I am a bit confused what is the relationship between volume quality and stochastic samples? How they contribute to the final sample beings send on the volume? How should I balance them? Any ideas are welcome!
  23. Hi guys, I'm testing different lighting intensities with a simple scene. Usually I would click render, wait for the render to finish, then change the intensity and click render again. I want be able to click render once and Houdini will render a certain frame and once finished, it will automatically change the light intensity attribute and render again. This way I can have multiple renders of the same frame with different lighting conditions for lookdev purposes. Solution = Wedge Node Thanks
  24. Hey, I'm here with an "old" question, I know it's been discussed/explained already, but I'm still struggling with getting rendering time estimations :/ I've found some info, but it's more about OSX and Linux, and it seems to be different with windows. First, I don't know how to bring up the console (don't laugh please). All I could find was to set mantra verbose level to at least 1, which is already at one by default, and that it could also be seen in the render scheduler. So I launch the render scheduler, set it to not clear completed tasks, but when I hit render to disk (rendering a sequence) the render scheduler isn't showing any info. It's only when the animation is all rendered that the scheduler display a list of task, when it's too late. Since I don't know how to bring up the console, I'm in the dark about some needed render time estimations :/ How do you guys get those info ? I'd love to at least see the total render time estimation somehow. Thanks !
  25. hi, I'm wondering if its possible to make an image info a part of the rendered frame. For assets preview purposes, I'd love to be able to render out bunch of passes, make a sequence out of them in mplay and export it as a quicktime with the image info visible (info like the render time and the image plane name for instance). Right now I'm using Nuke to label the images which is slow and annoying. I thought maybe some kind of a post-render script might help. Any thoughts anyone? thanks, D.