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Showing results for tags 'volume rendering'.
Found 5 results
Hey everybody! Recently I am playing around for snow simulation, and I am hoping the results could be better than the 2013 Frozen demo from Disney https://www.youtube.com/watch?v=O0kyDKu8K-k. The shader right now I am using is transfering particles to VDB volumes and then approximated through BillowySmoke & uniformVolume. In the geometry nodes I used VDB smooth to get rid of those non-sense particles (also plus the volume blur nodes to do some blurring work). Wondering does anyone have exp to render snow?
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.
Hi all, I'm attempting to render out an isosurface of a volume, which I have done (see the attached image), but the issue is that I need the normals of the isosurface to be inverted and I cannot find any way to do this. There doesn't seem to be a Mantra setting to do this, and I'm unsure how to alter the VDB volume itself to make this happen. Does anyone know how this can be done? mitochondria.hip
I've got some big issues trying to render a Sky volume created in H13 using Sky Rig. The Rendering times are far from acceptable, it takes more than 4hrs to render single frames, so I need to find out how I can optimize my scenes. The cloud box has a size of 50/50/150, which doesn't feel that huge to me. The rendering resolution is HD 1920*1280. Pixel Samples: to 9/9 Min Ray Samples: 3 Max Ray Samples: 9 Noise Level: 0.005 Volume Quality: 0.9 Volume Shadow Quality: 1 Volume Limit: 6 If I lower Volume Quality to 0,2 or something like that, it renders faster but the grain and noise in the image become unacceptable...so I'm running out of ideas. This all renders 4hrs/frame on a Xeon E5-2665 with 24 Cores and 48GB RAM...so there must be something completely wrong with my settings. Any suggestions are very much appreciated!
Hi , at the moment I´m experimenting a lot with Cloud shading and currently I´m using the default houdini cloud shader that comes with the cloud tools. This shader is pretty basic and lacks a lot of features. Searching the web I came across this great Thesis that is all about rendering clouds in realtime which you can find here: http://evasion.imag.fr/~Antoine.Bouthors/research/phd/thesis/thesis.pdf I was wondering if anyone already implemented all those great things into any houdini volume shader to get all those nice SSS effects?