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About marque_pierre

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  • Name
    Marque Pierre Sondergaard
  • Location
    Montreal, Canada
  1. After much testing and reading of documentation, it simply boils down to UDIM tags. Houdini has its own lovely way to handle UDIMs in its image nodes. The Houdini Arnold implementation doesn't support this. So you need to manually type in Arnold's own UDIM tags <UDIM> into the file name in order for Arnold to read your multi patch textures. So...
  2. Mantra transparency

    I have had the exact same problem. The best solution I found (although certainly still not quite where I wanted it to be) was to build my own shader instead of using the glass shader preset. So add a material builder node and inside that add the classic shader core. In the classic shader core, turn down diffuse and reflection completely. Basically you only want that for the refraction (the IOR is in the settings tab, should you need to change it). Then add a PBR Reflect node for your reflection - daisy chain style. And you are good to go. Looking something like the attachment. This barebones shader was put together by one of our guys to deal with glass windows that would render with so much noise. So, it can do that too...
  3. Hello folks, After enjoying myself immensely shading in Mantra (Kursk and Angel Has Fallen) for two years, I now find myself in a new Houdini situation: Arnold. Why Arnold? It is one of those situations where multiple vendors are handling the same assets, so my hands are tied here. Anyway, I have no end of trouble getting Arnold to render my textures. Primitives or existing geometry assets can be shaded and lit, but once textures are added to the mix... nothing (that is they render black as that is the missing textures colour). I must be missing something painfully obvious. My best guess is that Arnold somehow doesn't automatically pick up the UVs of the primitives or other imported geometry, because if I add a UV texture node to my box primitive, I can get textures on it. But the primitives' native UV layout is lost (or never activated). So... who can be the man of the hour and point me in the right direction?
  4. Check this out guys: The bumps on top of the tentacle are done with displacement. In fact the same displacement map across the tentacle. How can it be, that the amount of displacement seems to be inverse to the thickness of the geometry? I would expect the displacement to be uniform across the geometry, regardless of the geometry on which it sits? Can anybody make sense of this for me, please?
  5. Noise in glass materials?

    Hello folks, So... rendering glass in Mantra. (For me at least) It seems to be quite a noisy affair. I first used the glass shaders in the material library, but putting together a minimal shader with material builder (a PBR glass node: reflect 0, refract 1, roughness 0.2, IOR 1.05; a PBR reflect node: reflect 1; refract 0, roughness 0.1 and IOR 1.5) reduced the noise a lot. But... I still have a fair bit of noise in my indirect refraction and direct reflect layers. Increasing values in in my Mantra render node of course improves things, but not nearly as much as I'd expect for the hit in render times. Any suggestions as I tinker with this?
  6. Bumping this. I'd love to know this as well. If it is a feature at all...
  7. As I understand it, stylesheets give you the opportunity to have multiple conditions per override. I have basically organised my stylesheet with a material per override and then I add in the material assignments per geometry with conditions. However, I have geometry that drops out and renders default grey if I have multiple conditions on the same override. Does that sound familiar? Am I doing stylesheets wrong?
  8. Substance Painter to Principled Shader

    So far, it looks like it is a colour space issue.
  9. Do any of you experience with replicating 1 to 1 the look you have in Substance Painter in Houdini 16 using the Principled Shader? The PBR metal/rough workflow with the metallic and roughness maps seems to be straight forward, but plugging in my maps from Substance Painter as is, produces a render that is much darker than what I have in Substance Painter. Perhaps the colour space is off?
  10. Mantra render trouble

    Sorry. Nothing to see here. I realise now that these are preview render artefacts. D'oh!
  11. Mantra render trouble

    Look at my render here... Notice I have these funny effects where some render buckets appear to not have finished rendering. I have pasted in my mantra settings to the right top and bottom. What is causing these render anomalies?
  12. Recreating "Overlay" blendmode in /mat nodegraph?

    Thanks eetu. Inspecting it now. No Overlay - but Softlight, which will do nicely. Thank you!
  13. A simple question perhaps - I am getting my head around the nodes representing "blend modes" in a shader: One of the most useful blend modes in Photoshop, Mari etc. is Overlay. How do you guys recreate "Overlay" in a node graph where you only have Add, Subtract, Multiply or Divide?
  14. uniform volume material to create fog

    Works like a charm. Thanks so much bran_daid!