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Found 125 results

  1. Hi, I want to render a custom pass for clouds in mantra. The reference jpg shows a custom pass from Maya (density / ambient) and the alpha for the same clouds. In Maya a gradient ramp was used on the incandescence channel. Basically where the clouds are denser should be black and the opposite, for lower density I should have white. Can I replicate that with mantra? I'm using the sky rig tool so everything is calculated at render time. Thank you!
  2. REDSHIFT AOV EMPTY

    if I render with redshift my aov are always empty, whether zdepth, gi, diffuse raw....
  3. Rendering time

    Hi, I have a scene with some effects and i would try to render it. The problem is that every frame each frame spend hours to be rendered. How can i set render settings to speed up rendering process?
  4. Rendering Crowds in Renderman

    Hi everyone I have to render out a crowd scene using Renderman 21.6 however I can't get materials to work using the material stylesheet. I can apply a material directly to the crowd source node, but I want different materials for props. Could someone help. I've looked through the Renderman forums but found little. Thanks you
  5. I've never tested this before, but I'm hoping some of you have - How consistent is mantra when rendering on Intel and AMD procs? Are there perceivable differences? I'm also wondering about how close mantra performance correlates with the non real world cpu benchmarks to determine which procs make the most sense... My pickle is I want to build a big simulation node with dual procs, which I believe will limit me to intel at this stage. I'm also keen on hp for support - intel procs only. But AMD probably makes more sense for the rendering side of things in the future.
  6. Hello! I try to render an ocean with foam. I've got weird results always whenever I put down manualy the oceanfoam sop and link it the cached particles to the oceanSurface shader's oceanfoam particles path. What you can see in the picture that I linked is that first I clicked on the “Small Ocean” from the shelf tool, that puts down automaticly the ocean foam SOP and also creates the link on the oceansurface shader. That renders with no problem. After that I moved the camera, recached the oceanfoam (from the camera) I disabled the link and point on the path of the particles manually, and after that the render is destroyed. It creates these spike artifacts. I made this workflow only for demonstration purpose, to show that whenever the link for the oceanfoam path is made manualy I got this weird render result. Does anyone have any idea what Im missing??? Thank you.
  7. Hi everyone, I am trying to find out how exactly to go about exporting procedural displacement patterns from within a material builder, that can then be used to augment or modify other displacement patterns going into other shaders. Somehow, however, whatever I try I cannot get it to work properly. It does not render the way it should. I do not want to use the layer struct for this, since I want to be able to extract only parts of the displacement texture and not the whole thing being used in my principled shader (inside the material builder). In my mind this should be an easy thing to do, so I am really wondering what I am doing wrong, or if it is actually a bug in Houdini? Either way I would really appreciate if someone would check out the attached hip file and analyse. Perhaps someone knows exactly what is going wrong? Help is much appreciated. Thanks, Doug shader_test_v002.hipnc
  8. Redshift_Mesh_Light

    I'm practicing on Redshift from Rohan Dalvi tutorials but i stuck where he using geometry light or known as Mesh light, it doesnt work for me the mesh is there and linked with the RS_light node but nothing happen
  9. Hi guys , Recently I followed some tutorials and made this guy. but when I start render at Redshift, It is too thin that I can't see. Just like this T_T When I rendered it in Mantra, It looks like has thick wire rightly, but I don't like this look. So I wanted to render this man in Redshift and looking for some clever guys giving me some tips about it. Sorry for my poor English ! and Pleas help me ! Thanks for read and have a good day
  10. Hi ! I just wanted to familiar with Mantra renderer. but It takes my time too long that I'm now just considering to buying Redshift or Octane .. Of course I know Mantra is cpu renderer. but I just added glass sphere and metal face modeling in the scene. and It takes about 5~8 minutes (default mantra setting) Did I have to do something ??? If you have some tips for Mantra rendering .. please let me know T_T and I want to know why houdini users love this renderer. I'm beginner of Houdini. Help me please !
  11. Post-processing options for stills?

    I'm new to Houdini (and offline rendering in general), and come from a photography background. I'm interested in using Houdini to make large renderings for print. I'd like to know how best to post-process rendered stills out of Houdini. I'm used to bringing a DNG from a camera into Lightroom or Photoshop and doing my color grading there. I tried saving EXRs and using Photoshop, but the editing options are extremely limited. Other applications like After Effects or Resolve are geared more toward grading video. Any suggestions?
  12. Greetings! To anyone using Deadline for rendering Mantra, could you advise what your successfull workflow is, please? I have a couple of questions about the HoudiniSubmitToDeadline parameters that I can't find definitions for in any docs. This url is the most useful: https://docs.thinkboxsoftware.com/products/deadline/10.0/1_User Manual/manual/app-houdini.html Q1 - machine limit & Mantra Threads defaults are 0. Do I need to change this value, or is zero ok? Q2 - "Submit Houdini Scene" is OFF by default. Is this correct? Q3 - "Ignore Inputs" is ON by default. Which inputs is it referring to?? It's currently only rendering successfully if I DONT generate .ifds first, which is obviously not correct. I am ticking on "DiskFile" in the Driver tab of /out/mantra1 Disk file = $JOB/ifds/$HIPNAME/mantra_$F4.ifd Shared Temp storage = $HIP/ifds/storage Local Temp storage = $HOUDINI_TEMP_DIR/ifds/storage I launch Render->SubmitHoudiniToDeadline Pool = 3d group = None ROP to Render = Choose = /out/mantra1 Under MantraExport Submit DependentMantraStandalone Job is checked ON Pool = 3d group = None 2 tasks are submitted, which is normal. First task generates .ifds again (I think this can be avoided by select SkipFilesThatExist in /out/mantra1 IMAGES tab Second task is supposed to write .exrs but fails. Yes, the folder is writeable. Pipeline are looking into the error: INFO: Process exit code: 1 2018-01-05 17:14:03: 0: An exception occurred: Error: Renderer returned non-zero error code, 1. Check the log for more. 2018-01-05 17:14:03: at Deadline.Plugins.PluginWrapper.RenderTasks Any pointers gratefully received. Many thanks, Olly : )
  13. Hello node friends ! I have a problem in hands here. Basically I'm doing a stadium crowd sim. So far so good. I'm then doing the shading over on the material style sheet and rendering with mantra. I also have a cloth sim with the same proprieties over on that style sheet. The problem I have here is the following: I can render the flags over on the farm with the IFD generation, I've included the SHOPs on the mantra ROP. That part is solved. When it comes to rendering the Crowd, it just renders black. I've tried caching out the results, using procedural geometries and the procedural agent SHOP but it still renders black. I can render it just fine on my machine, when it comes to the IFD rendering part, the machines can't render it. Notice that I have all the agent caches and maps over on a shared network drive that it can access, otherwise the cloth wouldn't be able to render it either. Any ideas?
  14. Hello node friends ! I have a problem in hands here. Basically I'm doing a stadium crowd sim. So far so good. I'm then doing the shading over on the material style sheet and rendering with mantra. I also have a cloth sim with the same proprieties over on that style sheet. The problem I have here is the following: I can render the flags over on the farm with the IFD generation, I've included the SHOPs on the mantra ROP. That part is solved. When it comes to rendering the Crowd, it just renders black. I've tried caching out the results, using procedural geometries and the procedural agent SHOP but it still renders black. I can render it just fine on my machine, when it comes to the IFD rendering part, the machines can't render it. Notice that I have all the agent caches and maps over on a shared network drive that it can access, otherwise the cloth wouldn't be able to render it either. Any ideas?
  15. Explosion with PyroFX Series 2

    New tutorial available at cgcircuit. Creating explosion https://www.cgcircuit.com/tutorial/explosion-with-pyrofx-series-2
  16. Render Wrangler needed - TRIXTER Munich

    TRIXTER is currently looking for a Render Wrangler. Description: The After Hours Render Wrangler & IT Support position is a part-time but mission critical role to offer both after hours IT support and assist in the effective use of the computing resources (renderfarm) utilized in rendering computer generated images for our active projects. To start as soon as possible. Long-term contract. Primary Responsibilities: - Monitor, manage and keep the renderfarm running at maximum capacity - Monitor jobs on the “Pixar Tractor” render manager: identify stalling jobs, follow up and report failed jobs to artists/Production. - Check and re-start failed render tasks. - Update and maintain Render Manager job priorities according to instructions from Production. - Monitor disk space usage and flag high disk or network usage over-night. - Restart unreliable blades and report them to the IT as necessary for later diagnosis. - Provide first level technical support to artists and production team members working after - Provide additional information to, and where required, liaise with the IT team to assist in trouble-shooting larger technical issues. Required Skills & Experience: - A focus in Computer Science/Engineering as an undergraduate is a major plus. - Experience with Linux/UNIX, in particular the shell environment and navigating through the file system is a requirement. - Experience and/or interests in any of thefollowing IT technologies is a benefit: ZFS, Layer 2 Networking, esxi, vsphere, pfsense, RHEL, iSCSI, git, rpm, Bacula, NFS, SMB, python, Asterisk, Ansible, Graphite, Nagios, Observium, Cacti, Solaris, bash, csh. - Excellent communication skills, both verbal and written - Good organizational skills and attention to detail - Ability to handle a fast paced, occasionally high pressure environment - Ability to work well both independently and as part of a team - Willingness to work very flexible hours, including weekends and/or evenings. Please send your CV and your earliest commencement date by email to Laila.sleiman@trixter.de and/or jobs@trixter.de We are very much looking forward to meeting you! www.trixter.de
  17. Hi all, I am attempting to render out hair curves and only have them generate at the time of render. As I understand it, setting the hairgen node (created from a fresh scene from the shelf on a rubber toy object) render parameter to Hair Generation = "Generate Geometry in Mantra" is supposed to do just that. If I switch that parameter to "Use SOP Geometry", the hair renders out fine, but that defeats the purpose of not writing out the geometry beforehand and thus bloating the size of my IFDs. Otherwise none of the hair renders. Has anyone seen this happen or know what needs to be changed in the scene? Is this a bug? This is using HoudiniFX, v16.0.619 I cannot supply my scene file, nor screenshots, but this is happening in both my actual scene file and in a fresh launch of houdini with simple geometry as the only geo in the scene.
  18. Help With Speeding Up Render

    Hi all, I was determined to get a clean render out of mantra for this sequence, which I sort of managed to do, but the render times are just too high. I'm looking at over 5 hours per frame for something that is quite simple, as you can see from the attached screen shot. I could get something that looked reasonable, but to stop the highlights crawling between frames I just had to turn pixel samples up high. Nothing else seemed to sort out this problem (light quality & reflection quality just didn't work). The particular point I focused on was an area on the glass, on the centre of the image at the top - there's a small rectangular reflection from one of the lights, and where this went over the inner lip of the glass there were just always fireflies. The only thing that removed them was cutting the colour limit to 4 (from 10) which dulls the image, and turning up pixel samples to 12x12, which everyone seems to think is very high. I feel there's something I'm missing when it comes to getting a clean render. I've attached the hip file which contains the geometry and the hdr so, if anyone is able to help, just open the scene and see if you can get a better render time than I did. Petri_Dish.7z
  19. Hello guys, there are so many old threads how to render the big amount of particles, I'm guessing maybe there are some modern approaches in newer Houdini versions? Here is my workflow: I have saved 100 mln of particles (pos, vel, color) It takes 3 min to render and 30GB of Ram if I load them by Load SOP. It takes 2-3 times quicker if I use Delayed Load Shader. But it's hard to use it coz I have procedural particle scale, dynamically changing colors by vex, etc in SOP level. Re-make everything in shader seems too complicated in my case. Also, I tried Packed Disk Primitive in Load SOP. But to make color, pscale changes I must unpack it and performance drops like loading file as usual geometry. Any other suggestions how to deal with big point counts? Maybe there is any more modern way? Thank you in advance.
  20. Hi, I'm struggling to find the overall parameter to control the amount of displacement noise on the Classic Shader. I've got a custom attribute holding colour data and can easily plug this in to control the diffuse colour, refraction intensity, etc but where do i control the actual amount of displacement? Controlling the amplitude/turbulence doesn't seem to be enough. thanks.
  21. Rendering slow

    I have a geometry that has a clay material with a texture and it is animated during 45 thousand frames. My computer is 2 x XEON 2,4GHz E560 and i have 8 GTX1080ti and 16 x 8GB Ram Mantra is not using GPU for rendering of course but the % usage in CPU is low while rendering why? what can i do to accelerate rendering? How can i use GPU rendering ? thanks Martin
  22. Hi, How do you render a IFD file in the mantra node? I know how to create it by enabling disk file in the driver. Once the IFD is created what do I do? I am trying to render to disk. I read the manual and I did not really see how to render and IFD in mantra node. Thanks, Evan
  23. rendering to separate files

    Hi all. I can't seem to find a way to write out my render and all the AOVs to separate png files.. I usually use multichannel exr, but for this one a frame stack png is required hence why I want to write out my beauty and my extra image planes to separate files. any suggestions? Cheers
  24. Houdini Flames and Fire Tutorial

    New tutorial at CMIVFX about creating fire and flames, check it out
  25. Rendering Pyro

    I'm clearly being an idiot here. Can someone explain to me why if I render a pyro sim from two different cameras it looks totally different - even the alpha is different? One is wide and far the other is close up. One directional light, mantra. Is this a scattering issue within the shader? I'm using the stock pyro material but I've removed the flame colour bits and thrown in a heat>fit>ramp into the emitcolor instead.
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