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B.Walters

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About B.Walters

  • Rank
    Peon
  • Birthday 04/24/1984

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  • Name
    Brian
  • Location
    DreamWorks Animation
  1. Arnold Backlight in Mantra?

    Physically Based Diffuse -> Model = Translucent -- that seems to be what I'm looking for!
  2. The Arnold Standard shader has a feature I'd love to play with in Mantra: "Backlight". The help reads, "This attribute computes the lighting from both sides of the face of the mesh...". This is useful for leaves and other thin geometry - it really helps them feel like the light is passing through. Does Mantra have anything native like the Backlight parameter? Or how would you go about building one?
  3. Boost Indirect Diffuse in Mantra

    Thanks everyone - both the switchlightingbsdf VOP and the indirect light both worked! (Although neither was ideal - I either have to double the lights in my shot, or modify every shader... seems like there should be a parameter on the Mantra ROP)
  4. Is there a way to boost the indirect diffuse contribution of objects/lights/shaders in Mantr'as PBR render? I know arnold has this built into the light which is very handy. I was hoping for something similar in Mantra, but for the life of me I cannot find anything...
  5. Texture Conversion

    Submitted one ;-)
  6. Texture Conversion

    I like how Arnold handles this - when a texture is requested that is not a ".tx" file, it checks if there is one in the same directory "foobar.exr -> foobar.tx". If there is a tx file, it then checks to see if the tx is outdated. If it is not outdated, it automatically uses the .tx file. If it is out of dated (or missing), it creates one, and then uses that. I was really hoping there was a hidden preference to have Mantra do something similar...
  7. Texture Conversion

    From a few simple tests, just having Mantra render a large # of high res EXRs takes forever and uses a lot more RAM than having pre-converted the textures to rat files (EXRs - ZIP, Multi-scanline blocks). So that makes me want to pre-convert all our textures to rat files automatically. I'm interested in how other places handle texutres in their Houdini pipelines. Is there better ways to export out Do you normally convert them to rat files and then render them? How do you keep the rat and exr in sync? Or do you let Mantra always do that for you?
  8. Visualizing different UV sets

    Ooooh, that'll work nicely! Thanks Tomas!
  9. Is there a way to have OpenGL use a different set of UVs than the default "uv"? (Yes, I know I can do an attribute rename, but that's not ideal for our pipeline.)
  10. Rendering Z-maps

    Hey Grav-- Long time no see! How's life treating you? And for a simple z-depth pass, if you don't mind it being in an extra raster/channel, you can simply go to your Mantra ROP, click the 'Deep Raster' tab, then for the 'Variable Name' box click the pop-up list and select 'Pz (Surface Depth)'. Voila - in addition to your RGB channels, there will be a fourth Z-depth channel.
  11. Random Start

    It's like RDG said "...it's the way simulations work". Particle sims are little more than cached geometry. And each POP Network is just a cache-- and you (sadly) can't copy stamp over a cache, it would overwrite itself. An alternative solution would be to have several popnetworks, and use the opdigits() expression to change start time, preroll, seed, etc. For example: popnet0 --Preroll = opdigits('.') popnet1 --Preroll = opdigits('.') popnet2 --Preroll = opdigits('.') You'd then have 3 popnetworks with prerolls being 0, 1, or 2 seconds. Simply copy and pasting one of your popnetworks would give you another sim with 3 seconds of preroll. If you want random preroll for each sim, try: rand(opdigits('.')) Long live opdigits()!
  12. Inherit Velocity With Particles

    If the sphere doesn't have a velocity, try putting down a Trail SOP right before the sphere goes into the POP Networks. In the Trail SOP, select the trail type to be "Compute Velocity". And presto - your sphere will have a velocity attribute, and by default, your Source POP will (should) inherit the velocity of the sphere.
  13. "plotting" Dop

    Glad we could be of help.
  14. "plotting" Dop

    Now we need someone whose better at chops than me, because this approach will work - but isn't too terribly clean/ideal: dopsexample2.hip You'll notice I've made extensive use of the opdigits() function. If you're not familiar with it, look it up! It's a great asset to any Houdini artist.
  15. "plotting" Dop

    Check out this example file for using chops: dopsexample.hip
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