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Found 14 results

  1. Hi all! I'm doing some research on rendering pyro explosions, and here's the result of my comparison between mantra on houdini and renderman 21 on maya using a vdb cache from a pyro explosion. https://vimeo.com/218752467 my thoughts I'm pretty happy with both of them, fire looks detailed as I expected from the hi res sim, and I like the way the light scatters through the smoke and lit it. renderman version came out "hotter" in terms of color than the mantra one, but I guess is something to do with the way blackbody radiations infos were passed to the emission component of the shader, so I can probably get closer one to the other by remapping values in a slightly different way mantra pros render the explosion with mantra was fast in terms of setting up the scene, and the shader is much easier to play with. It's also nicely setup when you create the pyro sim, so you can get a nice looking fire in a few click. cons I found render time slower than renderman, and I couldn't find a way of getting rid of the huge amount of noise in the meshes lit by the explosions (especially when the core of the explosion is brighter) , although my render settings are pretty high (I think): pixel samples 9/9, min/max ray samples 1/9 with noise level 0.005, diffuse and volume limit 5 renderman pros I managed to get faster frames with less noise on the surrounding environments cons set up the shader was kind of a pain compared to mantra. I needed to import fields and remap some values to make them work with PxrBlackBody, nothing too complicated but far more slow compared to mantra I'd really like to get feedback, ideas, personal experience or anything you'd like to say about it
  2. After downloading and installing Renderman to its default location, the simplest solution is to put following lines into your Houdini.env as well the Rmantree as a seperate entry in your System variables and appending the path with the @Rmantree. But! in the path variables of your System use $ instead of @. Forward slashes are valid for all three targets. RMANTREE="C:/Program Files/Pixar/RenderManProServer-21.2" Path=$PATH;@RMANTREE/bin Thats it. Cheers
  3. FX Animator If you are qualified and interested please email Angela at ageier@laika.com with your reel and resume. General Summary The FX Animator is responsible for creating Character and Environment FX, and elements for lighting and compositing to support of the visual style and narrative of the film. They will also be involved in the collaboration of creative and technical tools and workflow. Essential Job Functions Design and create the look of computer generated FX and elements through shot production. Under the supervision of the CG Supervisor, VFX Sup and/or Director help establish and follow the look of the film. Troubleshoot creative and technical issues. Partner with the Modeling, Texturing, Lighting and Compositing and help support each departments’ FX integration issues. Maintain a high level of quality while working on multiple projects, both looks development and shot production under aggressive deadlines. Perform technical work in support of shot production using various production tools. Qualifications Bachelor’s degree in Computer Science, Animation, Art or other relevant area of study and/or equivalent job experience. 3+ years of high-end production experience in television or feature films as an FX artist and/or TD. Experience in producing effects such as smoke, fire, clouds, water, steam and explosions. Knowledge of applicable software and platforms including Maya, Renderman and Houdini REQUIRED. Working knowledge of Digital Compositing in Nuke. Experience with advanced lighting techniques such as Global Illumination, HDRI, subsurface scattering and real world lighting set ups, a plus. Experience with 3D paint packages, a plus. Modeling, Texturing and/or Lighting experience, a plus. Disclaimer The above statements are intended to describe the general nature and level of work being performed by people assigned to this classification. They are not intended to be construed as an exhaustive list of all responsibilities, duties and skills required of personnel so classified.
  4. Hi I'm testing renderman21.2,the pxrprimvar node can read variables in Houdini, but I can't do it in maya. here is my work flow: 1,in Houdini I create some attributes : rest, mynormal, myfloat. use attributerename node to RiName. 2,export abc file to maya. 3,use PxrPrimvar node in maya to read those variable, neither rest,Rest,myfloat,Myfloat works for me. any one can tell me how to do this please? thank you very much
  5. Hey Guys I created a simple Quick start video so everyone can get started with Renderman for Houdini hope you like it Thank you
  6. Hi there, I'm trying to wrap my head around renderman 20 in houdini 15.5. Now there's a tricky thing with displacements going on. When building stuff, I usually group the entire object in a single geometry node via subnet and combines, applying materials via the material SOP and specific groupings of the underlying geometry. this in turn creates a string attribute on the selected primitives with name “shop_materialpath” and the given path to the pxrWhatever shader. stuff shows up in RIS renders, everything behaves as expected. fine. this would behave equally, if I just added the “shop_materialpath” via AttributeCreate and the proper path to the shader by hand on a primitive. however, now I want to displace something. the only working way in renderman 20 seems to be to create a pxrDisplacement with some input (f.e. pxrWorley) and add the rendering parameters “Displacement Shader” (shop_displacepath) and “Displacement Bound” (ri_dbound) to the geometry node in /obj. Apply the shader, set bound > 0, displacement shows up in renders. fine. BUT: Now I thought: “Hah. Just transfer these parameters on a primitive base via AttributeCreate as well, done.”. However this doesn't seem to work. Instead I have to extract the geo into a second geometry node in /obj via ObjectMerge and again apply the said parameters on the top-level geometry node itself. Are “shop_displacepath” and “ri_dbound” not assignable to primitives by hand? Or am I missing a crucial step? Perhaps something else has to be applied as well? Any Ideas? -Marcus
  7. 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.
  8. Inspired by Renderman's community website, I tried to replicate the industrial and basic glass materials with Mantra. The scenes still need tweaking but I ran out of time. Would anyone be interested in a Mantra procedural materials challenge?
  9. Hello! I am begining an MFA thesis to add additional support for renderman within Houdini. This involves heading into some really unknown terrirory for me and I am having issues finding a "map" of how Scripted Output of Houdini Operators are structured. Are there any resources out on the web or any recommened reading to give me an overall understanding on how the system is stuctured? James S.
  10. Hi, i love the shading/material and lighting/rendering part of the pipeline,in a word,the realism part of CG, yesterday i bought the book "The RenderMan Shading Language Guide", i heard this renderer is the industry standard(is it?) so for now i want to focus on and start learning how to write shaders with it : 1 - how do you evaluate the book? 2 - i'm starting from scratch but i know the C language a little,should i know C before RenderMan? 3 - i heard RenderMan is similar to VEX,is it really? 4 - how do you compare RRMan with Mantra?(they say PRman is THE software itself) 5 - is this book a good starting point for using PRman IN HOUDINI?i mean is the code constant no matter where and in which software it's used? 6 - and finally, if the book is not good then what sources do you suggest to master the renderman shading language?something like fxphd course on renderman?
  11. Renderman. The question is in subject, here are some additional details I was able to find so far: In rendering parameters for prman, there is "reference camera" under "dicing" category. But I still can't figure out how to set it up. In this parameter, I can choose between "world camera" and "frame camera", but i couldn't find a way to mark a camera itself as "world" or "frame". Looks like there are some modifications in rib structure that need to be done to make this parameter work. And I can't figure out how it's done in Houdini. It's the 3rd day I'm trying to find a solution, but I'm stuck with no success. Could anyone help with it, please?
  12. I'm trying to set up point-cloud occlusion. Therefore, I need to turn the culling off. As always, I have added corresponding attributes to the geo node: "Cull Shading Of Occluded Surfaces" (ri_cullshadehidden), "Cull Shading Of Backface Surfaces" (ri_cullshadebackface) and set them to off. But when I render and generate point cloud, these surfaces are obviously culled: In the generated rib file, there are the following lines: Attribute "cull" "bool backfacing" [0] Attribute "cull" "bool hidden" [0] Attribute "dice" "int rasterorient" [0] [/CODE] For some reason, Houdini outputs these 2 attribs as "bool" type, while they must be of "int" type. If I manually edit the file replacing "bool" with "int" and render it, point cloud is created as expected (with backfacing surfaces present). How do I fix it inside Houdini? Maybe, I've got some setting missing? Houdini 12.5.469 prman 15.1
  13. Hi, recently, I'm using Houdini to make clouds. I use the Houdini self tool "Pyro FX->Volcano" to emit smoke from a lot of spheres, and then I can make the clouds I like. Please see the attachment picture 1, which is rendered by Mantra. Because I feel it quite slow when using Mantra, and I have Pixar's RenderMan in hand, so I try to render my clouds using PRMan to speed up rendering. But, I can't get what I want, please see attachment picture 2. I know I need to using Light Template when using PRMan, does I miss anything else for successfully rendering Pyro in PRMan? Thanks a lot.
  14. Pixar is promoting their new speed improvements when rendering volumes in RenderMan 17, so I was wondering if anyone has done an apples to apples comparison vs. mantra. I haven't done any controlled comparisons yet, but anecdotal evidence at work so far suggests it is still behind mantra. Can anyone share any more info regarding speed/memory tests? -Jon