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Redshift users, post your tips tricks here please!

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Ok, so not a whole lot of Houdini Love over on the Redshift forums. Mostly Maya, 3dmax, C4D (in that order)

https://www.redshift3d.com/forums/viewthread/10860/

 

Hence the reason for my posting here.

Anyone care to share any Redshift tips, tricks and tutorials specific to Houdini users?

 

Here is one great tip that Adrian from Redshift  was kind enough to share for customizing RS Spot lights

https://www.redshift3d.com/forums/viewthread/12283/#79060

 

 

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Here is a Python script I wrote, Images As Planes, that reads in images in a folder and creates Redshift Materials with texture maps for each image in the folder. If you are looking into creating materials for Redshift, via python, consider this example code.

 

Here is a procedural planet rendered in Redshift. It routes VEX/VOP generated noise attributes to Redshift materials.

Untitled-1.jpg

ap_rs_procedural_planet_050517.hiplc

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Create a Redshift SpotLight, unlock the HDA and then use the Jump button to jump into the Redshift light shader. From there you can connect a rsTexture to the color input of the light to project an image as the light.(i.e. light gobo)

Untitled-2.jpg

ap_rs_spotlight_gobo.hiplc

 

If you enable Volumetric on the Redshift ROP and set the Volume Contribution value for the Spotlight greater than 0, you get a volumetric light.

Untitled-2.jpg

 

ap_rs_spotlight_gobo_volumetric.hiplc

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Here is a Redshift instancing ground cover setup. The meshes included come from cc0 sources. This mesh set contains grass and spring time plants but the system can scatter any mesh set across the target surface. (i.e. rocks, trees, plants etc...)

Untitled-1.jpg

This scene uses the image based volumetric spotlight to achieve colorization.Untitled-1.jpg

ap_rs_instance_ground_cover_050517.hiplc

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I have been working with rendering volumes in Redshift. As I render more objects as volumes I kept coming back to this one setup. I thought I'd post a screen shot.

 

 

Untitled-1.jpg

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Here is a blood cell flowing inside a blood vessel. The cells move along a path to form the blood stream. The blood vessel itself is also generated from the path.

Untitled-1.jpg

ap_rs_blood_cell_080417.hiplc

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i have redshift installed but i dont like to use it :P   i feel like im in maya with one click solution, i like the hard way,  the way of the cowboy,  i will stick with mantra :P 

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Yeah, sometimes I like to watch paint dry too.:huh: (especially when I'm paid by the hour)

Here is an example scene that demonstrates lighting with only material emission. There are no lights in this scene. The shader uses a RaySwitch to decouple material based emission from incandescent emission. This allows you to overdrive incandescent output while not blowing out your diffuse. You can even choose an alternate color for the incandescent light as shown in this scene. The sphere emits RED but the incandescent emits BLUE.

Untitled-1.jpg

ap_rs_light_by_material.hiplc

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Is there a way to render my backplate in Houdini's render view?  I Maya it works with the RSLightDome but not in Houdini's render view or redshift's render view.

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It should work, 2.5.52 make sure the back plate is enabled and enabled background

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Vilandiris posted a nice carving material for Mantra on Discord. I went ahead and converted it to Redshift.

untitled-1.jpg

ap_rs_carving_layers.hiplc

Untitled-1.jpg

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Hi guys!!

This is not a tip, but a question:

I'm doing a crowd sim in Houdini, appling a simple RSMaterial and exporting it as RSProxy so it can be rendered in Maya (the renderfarm is all based maya-redshift) and I want to have more control in the shading, most of it when it gets to lighting.

I have seen that RS allow us to override the material and so far I have manage to do this from proxies comming out from Maya, but how can I do the same with the RSProxies that I export from Houdini if in H doesn't have any shading groups?

Thanks for any help.
Jason Leandro.

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21 hours ago, PalTopin said:

Hi guys!!

This is not a tip, but a question:

I'm doing a crowd sim in Houdini, appling a simple RSMaterial and exporting it as RSProxy so it can be rendered in Maya (the renderfarm is all based maya-redshift) and I want to have more control in the shading, most of it when it gets to lighting.

I have seen that RS allow us to override the material and so far I have manage to do this from proxies comming out from Maya, but how can I do the same with the RSProxies that I export from Houdini if in H doesn't have any shading groups?

Thanks for any help.
Jason Leandro.

 

This is the reply I got from Adrian of RS Support to override the material from Houdini in Maya.

"To override proxy materials in Maya you need to name the shading group of you material the same name as the material in Houdini for instance by replacing the “/” with “_” so /mat/rsMaterial becomes _mat_rsMaterial

Hope it helps

Cheers

A"

Hope this help someone else :)
Regards!

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Hi guys,

Can someone share knowledge for creating a script button that load RS rope, a RSdomelight (or RSarealight) and a camera. I'm just spending time over an over when begining a new scene..

 

Thank u for your help.

 

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You can make a Shelf Tool, just create everything in SOPs grab all it and drag it into the Shelf. 

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Solitude posted a nice Mantra setup that shows how to advect Cd through a volume. I went ahead and ported it to Redshift for rendering. Now you can use an image to colorize your smoke.

untitled-1.jpg

ap_rs_solitude_pyro_cd_060118.hiplc

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