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Russle

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About Russle

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    Russle
  1. Instancing geometry and mattes

    The problem is that 45 seconds on 432 frames is 5.4 hours of extra startup time. Not to mention that I have 2 volumes that need separated rendering, plus the shadows that need to be rendered. Doing this seperated is faster then in one PBR render. Plus this gives nice control in comp too. Thank you for your example file, I have not tried ray tracing because recommendations are that you use micropolygon when rendering volumes (in my case an explosion and fire). I found that here (scroll all the way down). I have also tried upping the number of stones in the scene. When you add for example 10000 stones the time to fire up micropolygon is 120 seconds plus. In my case I have 30840 instance points to render. That would take more time to start the micropoly engine then it would to render the frame.
  2. Hello Odforce! I have found mantra to behave quite weird when it comes to instancing and mattes. I have a simple example scene where I want to render the instanced geometry with a matte. When rendering with the physically based engine it starts rendering after 2 or 3 seconds. When rendering with the micropolygon engine, mantra needs more than 15 seconds before it starts rendering. Now this can become troublesome if for example you have 5000 medium stones you want to scatter across a landscape and want another 10000 small stones. I am asking this because I have the my actual scene where rendering time won't start until 45 seconds with the micropolygon engine. The problem is that I have to use micropolygon because I'm rendering volumes and want to matte out geometry. I have included a demo file to show you the problem. Thank you in advance for your suggestions! Shadow_Matte.hip
  3. Hello guys, I'm working on a scene with some atmospheric fog. The problem is that I can't find in which render layer the fog goes! It does appear in the beauty, but can't find it anywhere else. My theory is that the z-depth pass is used to create the fog in the beauty and thus I've tried to replicate the fog in comp using this theory. With success I might add. In Nuke if I shuffle out the z-depth, grade it and plus it with (for example) the diffuse (just quick and dirty) the same effect shows. Problem is that I can't recreate the exact same image (as if I would shuffle everything out and in again). I would love to create my own fog shader to output it to a render layer, but I don't have the knowhow. Also Houdini doesn't let me dive into the Z-Depth Fog node for examples. Does anyone know which render layer the fog ends up in? If not can someone give me a quick example of how to create my own simple fog shader? Thank you guys in advance, Russle P.S. Included a simple scene for review. Z-Depth.hip
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