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TobyGaines last won the day on January 4 2018

TobyGaines had the most liked content!

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About TobyGaines

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    toby gaines
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    vancouver bc
  1. Mantra transparency

    Exactly, by far the easiest - but if you don't want to break out the geo, that cool IsShadow method looks ideal ^
  2. Leather texture, bump map

    A string?
  3. render volume in mantra in short time

    You can frequently get away with smaller light sources too, using larger area lights or domes will increase noise. Point / spot / distant lights will render fastest. And definitely keep Volume limit at 0. If ( if ) you can do your D.o.f. in post, that would help a lot too.
  4. Mantra transparency

    Better yet, for this type of thing where your outer eye object is solely faking the smooth / wet surface of the eye, turn off all shadow casting and indirect lighting contributions, and you get a little faster rendering bonus
  5. Houdini Rendering Issue

    Do you know what the brightest values in the HDR are? If they're crazy-high it could give you problems like that. A max value of 6.0 is pretty good - maybe try a max value of 3.0 to see if that solves it. Definitely keep it below 20.0 whatever you do, that's just begging for trouble. Blurring it could also be the answer ; to get rid of hot spots. You'll have to take the HDR into something like Nuke to do this ( did Photoshop ever make this kind of work possible? I avoid it like the plague ) *edit, Houdini has its own comper, maybe you can use that, I don't know how - 10 is really high for light samples - I've almost never needed more than 1, 10 must be super-slow
  6. It would be quicker, if it worked Not all scenes are the same, and I'm sure his trick doesn't mean that you can 'lower' the pixel samples. I've tried raising ray samples alone to fix noise, and it's been slower and still lower quality than having enough pixel samples. So now if I stray from the ray sample default of 1 / 9 @ 0.01, it's done in combination with higher pixel samples. 20hrs for 360 frames ( 3.5 min. per frame ) on one home computer is not slow by any means! Plan on taking several days to render that many frames or buy more computers. I use Nuke to render the exr's to .png, then bring them into Quicktime 7 pro to render video, but that's just hobby-level stuff, I haven't tried using Mplay to do it - do you see any compression settings for it?
  7. I don't think 2x2 pixel samples is high enough to render any scene in the universe without noise. 7x7 is about medium quality (all things being equal), I've had to go up to 18x18 for tougher scenes.
  8. Houdini or Katana

    I personally recommend Houdini over Katana, I've used both for lighting, and while it was an older ver. of Katana ( 2012, before Foundry bought it ), it was the slowest lighting tool I've ever used, and rather frustrating to use. Conversely Houdini is the BEST lighting tool I've ever used, despite missing the depth of features of other apps ( like barn doors ) ; the stability and flexibility are unmatched. Adding Katana to your pipeline also does not replace Maya for anything but lighting, whereas Houdini could replace Maya entirely, and you won't have to migrate any Fx either. Adding additional software, which has it's own unique requirements for integration into the pipe, is going to take more effort and more money than using what you already have.
  9. Sounds like a Room / Window / Parallax shader ; Sorry I couldn't find it for Houdini
  10. You might also be running out of ray depth, try increasing that. If that starts getting too slow with no results, try changing the 'At Limits' to 'Use Direct Lighting as background color'.
  11. To much noise and rendertime

    This could be the known issue with using the GGX brdf, you could render for 6hrs and still have noise. If the noise is in the Refraction channel, switch the brdf to Phong, and it should clean up nicely - and hope Sidefx fixes it soon We discussed it here ;
  12. Refraction in AOV Houdini 16.5

    looks like all_refract and indirect_emission are what you need "all_refract" doesn't seem to be in the dropdown list or it's named something else - all you have to do is put all_refract in the vex variable slot. indirect_refract seems to work too
  13. Help With Speeding Up Render

    I was using Raytrace, not PBR, because that's what your scene had, but they render this the same - micropolygon looks even worse I think it's the principle shader with GGX that's causing most of the problem - when I use classic shader core with Phong, there's no noise. This is one of the cards under your petri dish, no reflection ( I cranked up the gamma, on both, to show it better )
  14. Help With Speeding Up Render

    Here's what you see when you go from 0 transparency to 1. First image is an opaque, black shiny shader, the second is just switching transparency to 1.0 ( open to full size to see it )
  15. Help With Speeding Up Render

    sweet jesus, forget what I said before, this is much more of a nightmare than I thought! I finally got a faster render, but the rabbit hole kept getting deeper, so it took longer & longer to work out With both the principal and classic shaders / GGX, refracting Reflection rays gives a ton of noise, independent of roughness settings. The noise needs high Pixel Samples and increased Refraction Quality settings to fix. Specular from lights is the worst, as implied by light sampling issues mentioned previously - so I turned the light's reflection contribution off and replaced it with reflection cards. Switching the Refraction Model from GGX to Phong helped a lot ( I haven't found a switch in the principled shaders yet so I had to use classic shaders ), there's still a fair amount of noise but now it seems to shade like I expect it; increasing Max Ray Samples was actually effective, and at only 12, which allowed me to reduce the Pixel Samples down to 8. Noise Level worked fine at the default 0.01. Reflection and Refraction Quality needed a boost to 2 and 4 respectively. Limits panel was left as is ; reflect 2, refract 4, Color 4. I was able to cut the render time in half after all this ( changing the shaders to classic to switch off ggx did change the look ), but that's still way too slow for what it is, there should have been no noise in the first place. Stochastic transparency on / off and high samples made 0 difference Sidefx has to fix this! Using a different renderer is certainly a good idea in the meantime I still want to try it with a fresh scene, and in another renderer for comparison