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Nicholas Ralabate

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Nicholas Ralabate last won the day on October 18 2019

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About Nicholas Ralabate

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    Nicholas Ralabate
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    Los Angeles
  1. Anybody using RTX 2080Ti with CentOS?

    I have at GTX 1050 currently... I'm thinking it is old BIOS/Chipset problem gonna update all that and try again!
  2. Hi! I'm working on a project with pretty limited rendering resources and am trying to avoid an expensive environment light on my hero volume. I have dialed back Mantra's step size, shadow step size and opacity step size but I need more. I have also tried reduced the environment light's sampling quality but it seems to need to stay at 2 for my 16spp render. I am using volume shader core, and of course volume indirect is off. I am super-curious to hear any tricks to get a similar look to an environment light without an environment light. When I think about it, for a volume it is really the AO-style overcast day lighting that I really like. I think (but need to test) that multiple area lights on my volume would be just expensive as the environment light... but I am wondering if there are any old-school tricks to replicate the AO look with only point, spot and directional lights. Similarly, if there is any way to hack up an AO volume shader in VOPs rather than computing true lighting. I feel like there must be some old-fashioned ways of lighting volumes that can get me 80% of my look at 10% of my render time... but if not, I will at least learn more about Mantra!
  3. Anybody using RTX 2080Ti with CentOS?

    I'm trying to get a RTX 2080Ti up and running on Centos7, but after installation X doesn't start and when I switch to console to log in I see a "garbled" screen. I am running latest 450.80.02 driver, and I also tried updating from CentOS 7.7 to 7.8 but it still doesn't work. In my dmesg I see a few lines about "RmInitAdapter Failed" which I'm pretty sure means bad driver. I think my next approach will be slowly roll back driver versions, but I wanted to check here since RTX + CentOS seems like a pretty standard combination.
  4. Wrangle-based Sourcing in Sparse Smoke Solver?

    Hi, I am trying to use Gas Field Wrangle DOP to do my sourcing in a sparse smoke setup. I am testing with the most basic setup possible, but this doesn't work: f@density += volumesample(0, 0, v@P); This wrangle works in dense smoke setup, so I assume I am missing a line or two that takes into account the new active or stencil fields. Does anybody have an example of this working?
  5. How to see render time in RfH?

    At the RenderMan Art & Science Fair last week they announced that IPR stats are coming in RenderMan 24 so I will just wait until then. https://app.livestorm.co/pixar-animation-studios/r24-for-tds?utm_source=Livestorm+company+page
  6. In Mantra, you have to make your own simple shader using the Occlusion VOP and assign it to everything... in RenderMan you need to switch integrators to PxrOcclusion. https://www.sidefx.com/docs/houdini/nodes/vop/occlusion.html https://rmanwiki.pixar.com/display/REN/PxrOcclusion
  7. How to see render time in RfH?

    I'm just now starting to use RenderMan 23 in Houdini (have previously only used it in Katana) and I have a simple question -- how do I see the elapsed render time? I am sticking to the /out context for now so I am using the Render View tab. From using Mantra, I am accustomed to seeing both the elapsed render time, and then when the render finishes the total render time in the top right in the HH:MM:SS format. Is this possible out-of-the-box with RfH 23? So far, the only way I can see total render time is to start a background render and then view the result in it, which adds a tremendous amount of overhead.
  8. How to apply displacement in shaders

    You just bind in your Cd attribute and then use that to drive the displacement amount. I included a minimal example, but the principle is the same when using premade shaders like Classic/Principled. If you do it yourself don't forget to turn on the vm_displacebound setting on the object. nr_simple_displacement.hiplc
  9. How do Mantra lights know which light shader to use?

    Thank you, thats's great info!
  10. I can dive into the light and see the hlight OP, and I see the relevant SOPs but I don't see where the light shader is wired up. I can also expose the hidden render parameter for light shader but that just gives me a blank field. How does a light know which light shader to use? Also, are there any differences between light shaders between H8/H9 approaches? I am mostly concerned with PBR backend. I see in $HH/Vex/Light there are some light shaders assigning to the Cl variable but I'm not sure if that is specific to raytracing backend or if it applies to both raytracing backend and PBR backend.
  11. Magic Spell

    cool! whats that crazy refractive effect you did in comp when the first spell hits the troll?
  12. Volume Displacement Houdini using Mantra and/or Arnold

    for texture projection over volume, you can just use the toNDC VOP in mantra... it will convert every position to a value in the [0..1] range which you would then plug into a texture VOP
  13. Houdini Mac user population

    I used a 2012 MBA (4C@2Ghz/8GB RAM) to learn Houdini for the past few years (mostly SOPs and POPs)... it was ok. I had a couple of problems with the OpenGL viewport crashing when H16 first came out, but that was eventually fixed. P.S. I since moved on to a simple Linux box (8C@3GHz/64GB RAM), a basic build with a ryzen and a potato gpu ended up being cheaper than another MBA/mini (I can't afford the fancier stuff).
  14. Any way to layer with PBR Metallic Reflection or PBR Diffuse on top?

    Thanks~! I didn't realize that did energy conservation, I thought it just lerped the bsdf!
  15. Question about hair shader source

    Hi all, I am trying to level up my Mantra knowledge by digging into the source code for some of the shading VOPs I use all the time. I am a bit stuck though on two things: 1. When I right click and choose "Type Properties" on pbrhair_tt I see that it calls the VEX function hair(), but when I look at the source code for that function (in $HH/vex/Surface) it in turn is calling wireblinn() and wirediffuse(). I cannot find the definition for those two files anywhere. Where should I be looking? 2. I see that there is a hair_eval.vfl and a hair_sample.vfl in $HH/vex/CVex... these seem to define the bsdf, but I don't understand the connection of the hair() function mentioned above and this bsdf function. How do they call each other? Or is Mantra in charge of calling them both separately, in which case how does the shading VOP know to associate these two things? I really appreciate any leads, this isn't a production thing I'm just super curious and spelunking around trying to make connections.
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