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TobyGaines last won the day on January 4 2018

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About TobyGaines

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  • Name
    toby gaines
  • Location
    vancouver bc
  1. Light Pass Mantra [ EXR AOV ]

    If you're rendering each light to aovs anyway, you can just subtract the light from the rgb after rendering
  2. Karma XPU, objects out of focus / blurry

    "Karma doesn't give you a 1:1 crispness compared to the original texture" !! Do you mean render engines in general, or do textures render softer in Karma than in others?
  3. Not all hdr's are the same either - try some others ; https://polyhaven.com/hdris/skies There's nothing wrong with editing your hdr to brighten the ground either, Nuke and Photoshop are capable of this You could also try using area lights instead of an env dome, I was able to save a good chunk of render time compared to the dome
  4. Lighting: To clip or not to clip

    You certainly want to avoid going as high as 8. Values of about 2 are not too bad and help motion blurred highlights stay bright, but with more than that you can easily get visible aliasing and lots of noise from diffuse bounces and rough reflections. There's no real need to go that high to make a sunny image either, find some reference photos and sample the values, you'll see what I mean
  5. Noise on certain Tiles, Mantra

    Can't say I've seen that in mantra - except maybe in the preview render set to mosaic ( or gradual refinement ) One thing I know can cause bucket type errors to show up, is using too few minimum samples, try increasing that? Overall sampling looks very low too - what are your settings
  6. Velocity Blur not working with Arnold in Solaris

    Arnold needs the scene to be cached just like Karma does, in that video - yea it's a p.i.t.a. Maybe some drawback of usd? Dying to know why we need to do an additional cache just to get mb now. My scene takes 20min. to cook just to open it.
  7. Velocity Blur not working with Arnold in Solaris

    Do the points actually have a velocity attribute on them - it's not automatic
  8. Weird lighting interaction

    I haven't modeled for years and it could be that normals/smoothing is better now - ? But edges with no bevels like you have here, was always just begging for trouble -
  9. Too early for 3rd renderer? (Prob. Redshift)

    10hrs to render 96 frames is only @6min. per frame - animations always take a long time - I'm pretty sure fx animators mostly rely on openGL rendering. It's up to you really, if you want to learn both particle fx, and rendering, there's nothing wrong with that, it just might be a little slower to learn
  10. sounds like more trouble 'plus' less flexibility than just comping it
  11. Switch material based on ROP per Object

    We generally just duplicate the object ( or objmerge it into another geo node ), put a different shader on it and use that in the other rop. I suppose you could also set two different OUT nodes in each rop, but I've never bothered
  12. Rendering shows up Nothing

    Yes...
  13. Blur sunlight reflection

    Try increasing the "Sun angle" under Distant Light options But I think it's going to look strange with some things reflecting blurry and some things not - You could also use a different light or object to reflect / specular, instead of the sun light.
  14. Anamorphic projection problem

    Not sure how you'd do that ( I'd guess that baking a sequence would work, and projecting uvs from the camera might be useful ) but I can't for the life of me figure out why you'd want to do step 4. If you flatten the screen in any dimension other than the camera's perspective, it breaks the illusion / doesn't fit the projection anymore ; if you do flatten it in the camera's perspective, then it's the same thing as a perspective render.
  15. You've got mega-tons of textures, I'm not surprised. Have you ever tried opening all those 4, 8 and 16k maps in one app ( you can't judge by the file size either, unless they're completely uncompressed files )? Mantra converts them into .rat for rendering too ; if you do that ahead of time, it should help. https://www.sidefx.com/docs/houdini/shade/convert.html .rat files are tiled but if you don't specify the specs to your needs, it won't be optimum
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