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davpe

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Everything posted by davpe

  1. Instance packed alembic

    hm, with arnold you'll have to unpack and split the alembic file into individual geometries to be able to use it with instance object. bummer .-/
  2. Instance packed alembic

    hi, find the example scene attached. i just created a random integer attribute (with maximum at packed alembics count in your file) that was identifying a packed point not to be deleted at that particular template point. while instancing packed alembics works i experienced weird scene refresh issues which made it seem not to work. i'm unsure whether that is an issue of the particular build i'm using or something else. anyways, just be aware this may be working oddly (looks like a bug to me). btw. your bblock_pos.abc contained 0 points so i used a grid for the template. cheers. instance packed abc.hiplc
  3. hi, this video explains how to use instancing with for-loops https://vimeo.com/251729016
  4. Baking ambient occlusion for enclosed space

    hi, not sure what the issue is in your scene, here you go is a working example anyways. cheers. cube_bakeao.hiplc
  5. Natron vs...

    i dunno, maybe it's because nuke is so easy to learn so you can manage in a few days while actually using it at work? no need for something that tries to mimic it for learning purposes (i mean, if you've never seen a compositor before then it's probably useful). if you are freelancing you will do better with Fusion, which is for free too and has definitely more mature toolset. besides, if you're actually making money with it, having a free software may not be the most important thing to you. people will have different opinions, however this is what makes sense to mee. still it is good that Natron exists and trying to create a competitive environment of some sort. maybe in a few years... who knows...
  6. hi, i'm afraid you'll always get that unwanted deformation. i was trying to achieve something similar to what are you doing and came to a conclusion there always gonna be stretching in gradients (althou can't explain why exactly is it happening). i'd be very happy to be wrong thou!
  7. hey, good summary however, i haven't found copy to points instancing to perform worse than original instance object (it is mostly a workflow difference more than anything else). it should definitely be able to handle any instancing scenario. if you see a performance hit even with hundreds of copies you are definitely doing something wrong, or you do much more data handling than with instance object. cheers.
  8. heh, that's a bummer... i would probably just ask sidefx what they think you should do about it. i haven't ever seen this message (and hope i never will ), my last windows update went a week ago or so and i'm on 16.5.378.
  9. GI makes scene darker

    this is what i get when i load the scene and hit render. photon map generation can take a while thou so you may need to wait (or make your photon count and filter/prefilter samples fewer). actually i haven't changed any significant settings in your scene. my guess is it was just a path to the photon file on one of your lights that made it fail. regarding suggested workflow, you can achieve photorealism by any available method, it is more a question of a way of getting there more than whether you can get there. photon maps actually is something i wouldn't discourage you from using, and particularly for interior scenes it may perform better than other illumination methods. but it's a bit dated in terms of workflow and it is somewhat more complicated to set up properly (images may appear fuzzy or may have nasty artifacts). most renders you see today are computed by pathtracing, which is an unbiased method for light transport used by most contemporary CPU renderers, including Mantra and Arnold. its' accuracy is superb and it is really easy to use, on the other hand, pathtracing is generally slower than photon maps and images may show unwanted noise, especially in scenes that are mostly illuminated by indirect light (typical for interiors or evening/night lighting). effects like caustics for example are very expensive to render with pathtracing. both methods have it's pluses and minuses and it's up to you to consider which one is right for your needs. hope that helps. cheers.
  10. python is a way to go for such things...
  11. GI makes scene darker

    hi, your setup is not working. you were getting no light bounce from gi lights. the reason why the picture had more light in it when you turned gi lights off, was because light bounce was computed by pathtracer which is a default "global illumination" solution in mantra. pathtracer is disabled once you turn on gi light, and bounces are computed by photon maps. photon maps are sort of an old school approach by the way... check the attachment for fixed scene. cheers. gilight working.hipnc
  12. i looked into your file and this is gotcha everybody bums into at some point if you're assigning materials like you did, you have to indicate that there are materials embedded in packed prims (normally, mantra doesnt look into it to save resources - this can make a difference for large scenes). so all you have to do is to set Declare Materials option to Save All Materials. It's in Mantra ROP>Rendering>Render tab all the way at the bottom. anyways, more up to date way to handle materials on instances is Material stylesheet which i suggest you to explore. there are several pretty good tutorials covering this on sidefx website.
  13. not sure, it works fine for me. might be the way you assign materials... hard to say. can you post a scene file?
  14. there is no limitation in modeling, VOPs, animation or L-systems. really just DOP nodes aren't there.
  15. Houdini Core doesn't include DOP nodes so you can't do any simulations. other than that there are no restrictions. Solver SOP is there too.
  16. Finding Houdini Lighters

    i think this is the community. i don't know any better dedicated to houdini. finding houdini lighters is harder than maya ones for sure as houdini up until recent years wasn't really focused on lighting tasks (and most lighters knowing houdini well enough have got a ton of work). but the situation is changing lately and people are starting to use houdini more as a general purpose 3d package so it should be easier to find all kinds or houdini artists in the future.
  17. i'm afraid you can't use stamping like this. you can't stamp from different contexts (shader in your case). use print VOP to read and manipulate image file names stored in shader or you can use vex arrays to do that. here you go a suggestion how i'd handle it in it's very basic form: https://vfxbrain.wordpress.com/2018/06/14/using-arrays-with-vex/ look for an example with butterfly textures. cheers
  18. Reflection Occlusion

    well you can make your "beauty pass" whatever you want. you can make depth your "beauty pass" if you wish. in the example i posted, just the mask was the beauty pass because real "beauty pass" shaders were overriden in a style sheet and never evaluated in that particular render. it all depends how you design your materials. if you have some complex shading with aovs as a part of the same shader tree, then you have to execute the entire shader to get the aovs, but you get all that in one go. if you forgot about some passes before rendering your main pass, nothing stops you from building those additional shader bits and pieces aside in a separate shader, use style sheets to build overrides and render just that very quickly. then you can easily merge those new shaders with the original one so you don't have to keep rendering those little forgotten bits as a separate sequence for future versions. hope this explanation makes sense edit: maybe you will understand better if i say that you can't get just aovs without rendering the main pass, but you can make your main pass empty (or put anything else you want there with use of style sheets), but still get you aovs. so you don't ever have to waste time on rendering something you don't need.
  19. Reflection Occlusion

    yeah style sheets are really great for building passes and working with many objects/instances. not sure what do you mean by "switch off beauty pass"...
  20. Reflection Occlusion

    here you go the hip file refl_mask_pass.hiplc
  21. Reflection Occlusion

    you can use style sheets to make material overrides for that standalone pass. all objects visible for reflection mask will have white constant material and the receiving object will keep the "beauty" material but with everything except reflections disabled. lights would be off. for convenience you can merge those two rops and render them in sequence so you don't have to run them separately. this works best if you want to isolate ground reflections or so. not if objects are reflecting each other, obviously. if i have some time later i can post you an example file if you care. cheers.
  22. yeah that loop and copy method won't work with arnold as it doesn't support packed primitives.you can still use the method but you won't get instances, only copies :/ mantra is so much better in this respect.
  23. Reflection Occlusion

    oh you mean that... well that's unfortunately not built into mantra by default. you would have to do some shader writing to get that. agree it'd come handy sometimes. i just render separate pass if i need that. not a huge hassle.
  24. Reflection Occlusion

    don't see how that topic is similar but masking works just fine.
  25. any particular reason why you're using instance object? that's sort of old school approach to instancing that only makes sense if you use 3rd party renderer. randomizing things this way is quite limited. it's just instancing whatever is there in the source object. use loop and copy to points instead. take a look at this video
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