Jump to content

sb526

Members
  • Content count

    31
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Everything posted by sb526

  1. SSS Noise Redshift

    Hi all, I am trying to render a SSS surface using a standard RS Material shader. I get some noisy patches that I cannot remove for some reason. Things I tried: Increase max samples Increase SSS samples Reduce error threshold Increase sampling on individual lights Any suggestion as to why this noise is appearing & what setting can reduce it? Thanks
  2. Hi all, I am curious are there any good production-ready assets out there? For instance, I want to create trees and vegetation library and while I can import some vegetation from Megascans there aren't any trees. I find it can be quite time consuming to convert and prepare assets for redshift so my question is, what is your pipeline? I have been advised to get Origami Digital Shelf Tool. Is this the best way forward? Are there any good tree packs out there? What is the file format I should look for to simplify conversion into Redshift proxies? FBX? Appreciate any advice or sharing your workflow!
  3. Thanks! That makes a lot of sense I did some digging and there are both free versions of Nuke and Da Vinci Resolve + Fusion. I wonder which one is better to learn / has less limitations.
  4. I am trying to render out a simple wireframe with depth i.e. the wireframe object fades into the background. Ideally, I want to control the fading threshold in compositing software but I don't have Nuke which is what most tutorials out there are using. Relatively new to render passes, wrote Z depth output into EXR but it is recorded in world units I believe so I find it hard controlling it. I tried using a COP network but can't seem to make it work/don't know how to remap Z depth mask. Any advice on that? Attached file. On a higher level, what is a good option to use for editing multilayer EXR sequences? I typically use Premiere for simple editing but there aren't many EXR tutorials for it? After Effects seems convoluted. Is Nuke my only good option? z-depth-test.hipnc
  5. I am trying to Sort some points on the primitives I have. As you see from the image I need to Sort the points to first grab all of the first ones on each prim (0,6,11,16,21,etc). Then once I reach the spiral segment length (10 in this case), append the next segment of the spiral. One way I can see is using Sort by proximity to a point but I don't know how to make this point dynamic. But I am struggling to reference origin pt coordinates (0) into the Sort node. Alternatively, it's a Point Wrangle with some VEX code & some counters. Are there any off-the-shelf tools that can do this that I am missing? Thanks!
  6. Redshift proxy trees & alpha maps

    Good point. I am on Houdini 18.5.462 and some trial 'latest' version of Redshift 3.5. Might be a bug or trial limitation. Need to try on my work PC with H18 RS 3.0 license.
  7. Hi all, I have made my first redshift proxy. It seems when I load it there's a white 'halo' at the edges of my leaves which disappears on close up scale but becomes super noticeable further out. What's the best way to fix this? Is it due to the alpha map being too low res? Same FBX model in Mantra renders with no issues. On a side note, are there any good resources to buy Redshift ready vegetation assets? I have found Megascans to work well for smaller elements but it lacks larger tree models. I know there's Speed Tree but I am looking for something more 'ready made'
  8. Redshift proxy trees & alpha maps

    Awesome, thanks for taking a look. Sprites make rendering time so fast! I loaded in my texture and was still getting a tiny white halo around leaves in both sprites and normal workflow. What ended up completely fixing it is switching Filter to 'none' in RS Texture > Advanced tab. P.S. I did not know RS has Maxon noises node. The more you know.
  9. Redshift proxy trees & alpha maps

    Thanks for taking a look! My alpha is connected to opacity_color input of the RS material node. I thought this was the alpha? If not, which one is it?
  10. Redshift proxy trees & alpha maps

    @Atom I was using the same PNG that came with the asset & rendered with no issues in Mantra. I used a color splitter to extract alpha in RS mat. Couldn't find a pre-multiply check box. @flcc Attached the file and texture. Texture is a simple PNG file nothing too fancy. I am extracting alpha via RS color splitter. I will try the RS sprite workflow thanks for the tip! rs-asset-prep.hipnc
  11. Hi All, Struggling with my Vellum sim. Have a relatively simple sim that is some fabric suspended on wires. Hair constraint handles the wires, applied to wire Group, pinned to static elements Cloth constraint handles the fabric, applied to mesh Group, no pinned geo Glue constraint applied to all geo Edge length scale parameter on my geo is quite small / shouldn't cause issues Any advice on why my sim kinda works but doesn't keep points at the end of the wire and mesh in the same position? Thanks
  12. Vellum Constraints Interactions

    Hi Martin! Thanks for your help (again! :D) Tried changing glue stiffness from 1 to 1000000 with no luck I have attached my file in case you or others want to take a look at the setup. 210423-Vellum-Pavilion.hipnc
  13. Hi all, Can anyone recommend a good pipeline or an asset library management tool to use with Houdini + Redshift? Looking at alternatives, Mantra supports relatively simple FBX import and material conversion that (almost) works out of the box with material groups and such. C4D has an asset library to streamline asset management. I tried creating the shelf tool described here but wondering if there's a better method since 2018: I seem to struggle/spend way too long every time I need to import FBX. What's your solution to asset management working with Redshift in Houdini?
  14. Installing Octane

    My god, After a few hours of struggle changing "\" to "/" solved it instantly. I wish installing all these plugins was a more intuitive process! Thanks so much!
  15. Installing Octane

    Hi all, I am trying to install Octane Demo for Houdini 18.5.532 Education. No matter what I do I keep running into the following error. As in, Octane appears on my Shelf but none of the buttons work. The error: Error details: Traceback (most recent call last): File "Add_Octane_ROP", line 1, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.532/houdini/python2.7libs\roptoolutils.py", line 10, in createRenderNode rop = hou.node('/out').createNode(rop_type, exact_type_name=exact_type_name) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.532/houdini/python2.7libs\houpythonportion\ui.py", line 1081, in decorator return func(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.532/houdini/python2.7libs\hou.py", line 13132, in createNode return _hou.Node_createNode(self, node_type_name, node_name, run_init_scripts, load_contents, exact_type_name, force_valid_node_name) OperationFailed: The attempted operation failed. Invalid node type name To install it I created a following octane.json in packages folder (exactly the same syntax/setup that works with Redshift): { "env": [ { "PATH": "C:\Octane_2020.2.3.0_Houdini_18.5.532_demo_Win64\bin", "method": "append" } ], "path": "C:\Octane_2020.2.3.0_Houdini_18.5.532_demo_Win64" } Things I am struggling to understand: 1. Do I need Octane standalone installation to run Octane Demo in Houdini? Their website claims I don't 2. Does it simply not work with an Education license? Would appreciate any suggestions Thanks
  16. Mantra crash rendering instances

    Not a direct solution but have you considered combining Houdini forces with Unreal Engine 4? https://forums.unrealengine.com/community/general-discussion/36657-1016064-trees You can recreate Heightfields very easily and there are way more optimisation options for instancing including LODs so that you can render lower-res trees based on distance Alternatively, you could build you custom LOD setup in Houdini where tree instances are replaced by lower resolution ones based on the distance from the camera or the camera view cone?
  17. Redshift color clamping / specles

    The scene is quite small (1x1 units), with normals and settings recommended by some RS SSS tutorials. I ended up resolving the issue by using RS SSS and RS Skin shaders, for some reason they seem to have deprecated support for SSS in the standard RS Material, or it's intended for some other uses? What helped me is Redshift documentation: https://docs.redshift3d.com/display/RSDOCS/Subsurface+Scattering?product=houdini
  18. Hi everyone, I am trying to set up a Sub-surface Scattering effect in Redshift but keep getting colour clamping with orange speckles appearing. I tried a bunch of stuff including changing refraction settings, sampling etc but can't seem to find the culprit. Any ideas?
  19. Hey fellow magicians, I am struggling to find a way to remove intersections on a bunch of scattered and randomly rotated primitives that are not spheres. I am trying to create a set up where a series of repeated elements are scattered in a volume and pushed away from each other just enough to remove intersections between them. So far I have tried to get this effect working through vellum colliders, popgrains, and rbd as well as trying to fake it through Spheres from VDB compenent. My main issue working with particle sources - it doesn't give me enough control over element distribution. This is why I am trying to find a way to generate the geo first and remove overlaps second. Nothing is working, I feel like this should be a pretty straightforward setup but I am not sure what would be the best approach to it? Any tips would be amazing! remove-intersections.hipnc
  20. Hi everyone, I've got an issue I am struggling to solve: I am using a surface as the particle source of a simple DOP net. I am able to generate particles on the surface of my geo and manipulate them through forces. That said, for the effect I'm looking to create I need an initial velocity burst which is aligned to the Normals of the source surface. Any tips on how this can be done? Thanks so much in advance!
  21. Hello fellow magicians, I have a Point Wrangle with 2 inputs: each input has 1k pts which are sorted to match. I am trying to create a primitive (line) pointing from a point from the set 0 to the corresponding point from the set 1. I have adapted some VEX (as in the image) I found on the forum but it doesn't behave as expected. Instead of connecting corresponding points, it connects all the points from one set to a single point in another. Finally, what would be the best method for creating a normal in the direction of the created primitive?
  22. Hi everyone! I am struggling with something which I think is really simple but just can't make it work. Which is, I need to bake the Cd attribute from the geometry into a UV map. I have a mesh that has a Cd attribute which seems to be successfully picked up in the UV space through a series of manipulations. That said, I cannot find a way to write this coloured UV texture into a file. Even if I try to troubleshoot with manually saving via "Texture UV to Image" I get the wireframe result on the right hand side. I suspect I might need to use COPs but I'm not familiar with how they work. Any suggestions?
  23. Saving Vertex / Point Colours into UV Texture

    Thanks Howitzer. That's a nice solution - I thought about something like this but did not know about the Vertex Split node. I still feel like there there should be a way to simply bake the colour attribute into UV map through a Mantra Bake Texture node (https://www.sidefx.com/docs/houdini/nodes/out/baketexture.html) or a COP node (https://vimeo.com/203939469). I am yet to understand the process though. So far my Bake Texture attempts return a white texture and I haven't worked with COPs before.
  24. Differential curve growth

    Hey, love your set up! If you don't mind, any tips on where to introduce the noise? Inside the existing Point VOP, a new one, something like mountain/jitter node? Cheers!
×