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About Junior41

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  1. Really useful advice, thanks for taking the time to respond. Yes there are compression settings in the MPlay, however I've only just discovered the Gamma setting - didn't know what this was previously & hadn't adjusted it. This now gives an accurate output of the Mantra render. However there is a glaring discrepancy between the "Render view" render & the "Render to disk" output from the Mantra node in the 'Out' context (pics attached). The "Render view" shows a blue background & fog volume shaded with a warm Area Light which is what I want, however the Mantra render saved to disk outputs a plain white fog volume & the blue background has strange uniform vertical patterns. I've spent hours trawling through the setup, materials, lighting, Mantra settings & can't understand why this is occurring? Is the "Render view" output not supposed to be a true representation of the Mantra node settings? Any assistance or thoughts would be highly valued! Thanks again for your time.
  2. Thanks for your advice! I've read I believe in a Peter Quint comment he made on one of his tutorials that the Minimum Ray Samples acts as a similar threshold for output quality, but with quicker render time. Is this accurate, or is Pixel Samples a better way of generating quality output? This particular scene is 360 frames in length, taking me some 20 hours to render at the moment. Also, do you have any thoughts on outputting the rendered .exr files to high definition video? The Export to video fuction within MPlay seems to deliver poor quality .avi output? Very much appreciate any advice on this. J
  3. Thankyou so much for your advice & insight. This is very much appreciated!
  4. Hello, I'm attempting my first project using smoke as a density volume through which an identical volume collides, generated from VDBfrompolygons. I can't manage to figure out why the render appears so grainy - sample JPEGs attached. The VDBfrompolygons voxel size is 0.1, & my smoke object division size is 0.1. I've made sure the rendering engine is micropolygon PBR. I'm using a couple of hlights & a sunlight, making sure they're set to "Depth map shadow" shadow type, shadow quality set to 2 & pixel samples are 2x2. My experience with lighting is extremely limited, so any feedback regarding this would be valued very much. The whole scene looks so much cleaner in the scene view than in the render view, not at all realistic as I would expect it with the application of shader materials to the objects. I must be doing something very wrong. Thanks in advance for any ideas.
  5. Fantastic! Thankyou so much!
  6. Hello, I can't seem to find the Spring SOP in Houdini 17.5 - can anyone shed any light on why this might be? I'm looking to follow a tutorial that requires it & searching the nodes menu returns nothing. The Spring SOP is still showing in the Help documentation. As a fairly new Houdini user, how can one find which nodes may have been replaced - is it simply a matter for viewing the 'What's new in Houdini 17.5?' page on the Sidefx site? Thanks in advance for any assistance!
  7. Hi, I'd like to learn how to apply textures / shaders to the growth curves in Ben Watts' excellent Shortest Path tutorial https://vimeo.com/197596529. I've managed to follow the tute to produce the unshaded product, & would love to understand what the process is to produce a final shaded version similar to the opening screen shots in the video. I've seen Lester Banks suggest using the UV Texture SOP, setting this to Rows & Columns & the attribute class to Points, then using an Attribute Wrangle to access the UV value of any point. However my Wrangle / VEX knowledge is beginner at best. Is it not possible to apply a Principled Shader to this point growth in some way? Any hints would be greatly appreciated. Thanks very much for your time. J EDIT: SOLVED. Worked out that I can in fact simply add a shader to the polywire growth. Not sure why I had trouble with this initially.
  8. Wow. That makes sense. It is indeed a zig-zag learning curve. Thanks so much for your advice. Very much appreciated!
  9. Hi all, First time poster, very new Houdini learner. Attempted to render a FLIP fluid simulation in Mantra, rendered to disk. Changed the file save type from .exr to .pic as I had read that this removes the watermark for Apprentice users. The render took 4 hours, however the resulting file output is a single .picnc file of 2017kb. Having looked over the Mantra parameters (screenshots attached of what I thought might be relevant information) I can't see anything that might explain why this happened. If anyone has any suggestions they would be greatly appreciated! Thanks in advance for your time & advice.