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Howitzer99 last won the day on October 26 2019

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  1. Redshift Render Settings Slow?

    Cool, glad it helped.
  2. Redshift Render Settings Slow?

    A couple things off the top that might help are: Disable the Progressive Render override. You would want to use the bucket method for final renders, progressive is meant for interactive rendering, and is not as accurate (doesn't support all render options). You are throwing a lot of rays into the scene, so yea, I would expect it to take a long time. Can you optimize this or split layers? For reducing noise, lowering the Adaptive Error Threshold below 0.1 will result in cleaner renders, but will be longer to render.
  3. Pyro sim Redshift Render Looks Foggy

    Cool, glad I could help.
  4. Pyro sim Redshift Render Looks Foggy

    From your top screenshot, it looks like you just want to render the VDB volumes, correct? If so, then you don't need to enable the Environment option in the Redshift settings, this is a global volume, and isn't required to render VDB volumes. Just ensure you have a volume shader applied to the VDB, and that Volume Scale is set to 1 for any lights that you want to affect the volume. From there, adjust the density scatter and absorption scales of the shader to dial-in the look of the volumes. And if you want, under the Advanced section, you can set the shadow density higher which sometimes helps with shaping the volumes.
  5. Point Look Up/Layer Mix in RS

    Hi Andrew, The problem was that you were using a Color Layer node instead of a Material Blend node. Just change this and it'll work fine. The Color Layer is for mixing colors and will only output color, and not the material attributes that you were expecting. Also, I usually use the UserData nodes to read point attributes, not the ParticleAttributeLookup you had. In Houini particles are points, but not sure if this workflow would work in Maya, so probably cleaner to use the UserData nodes in any case. Hope this helps.
  6. [REDSHFT] Materials

    For splitting materials across an object in Houdini, the best way I've found is to create groups (Group Create node), and assign the primitives (polys) to each group. Then in a Material node, assign a material to each of your groups. In the image below, I just add a Color node to make it easier to see all of the material groups I created. This can also be used as a base for materialIDs in Substance, just make sure you're applying the colors in vertex not point mode.
  7. No color for RS clustered smoke

    Hi Artur, I'd suggest checking on the redshift forums, to see about compatibility with clustered smoke. There has been a lot of development on the 3.xx branch over the past several months, so this might be something they've addressed. If not, then definitely add a ticket. Cheers.
  8. Boolean Operation doesn't work properly

    You could try converting to VDB, running the boolean, and then converting back to poly. This usually works for running boolean operations, at the expense of dense geo, so you'd want to polyReduce or reskin to get back to decent poly counts.
  9. Redshift and %(UDMI)d issue

    One other thing: to make your texture paths more portable, you can use <UDIM> instead of %(UDIM)d. It's more of a standard naming convention between packages for loading UDIM tiles.
  10. Redshift and %(UDMI)d issue

    Here are a few things to get you started: It's strange that the model is a mix of UDIM and non-UDIM textures. Normally I would lay out the uv's so that each has it's own island. As you mentioned, there is a lot of overlapping geo in the 1001 UDIM space, so offsetting would make it easier to deal with. For this, you'd need to follow the UDIM workflow, and append the %(UDIM)d variable to each filename. To offset the UVs, add a UV Transform node to each group. Honestly, it might be a lot of extra work, considering there are only 15 non-body textures. Setting up groups is common, so you should be ok to create a material for each group and assign it as you have been. To fix the displacements: in the shader networks, you need to pipe the displacement textures through a RS Displacement node, and then adjust the scale. Then on the obj node, enable tessellation and displacement. The images below show with and without the displacement (and added roughness maps).
  11. Redshift and %(UDMI)d issue

    Can you also upload the model? Tough to debug without being able to see the uvs and groups.
  12. Alternatively, you can right-click on a node and choose: Parameters and Channels->Parameters...
  13. No 100% sure what you're meaning by a "tool". Are you wanting to have a float panel of the parameters? Similar to Maya's tear-off parameters feature? If so, then if you press ctrl+p, it will float the currently selected parameter in a separate window. Hope it helps.
  14. Deep Images

    If you have Arnold renderer available, it supports deep exr output: https://docs.arnoldrenderer.com/display/A5AFHUG/Deep+OpenEXR
  15. (novice) $JOB vs $HIP

    I've recently started using the QLib environment_ql node, which simplifies setting the $JOB variable, among many other things. And since the variable is being set in a node, you can copy this from scene to scene in a project, instead of having to remember to set the $JOB variable. Also saves time from having to remember, what can sometimes be, pretty lengthy filepaths at some studios. Once installed, drop down an environment_ql node in the OBJ context. In the Variables tab, set the Value to point to your job filepath, and then hit the Override button side the Name: JOB variable to set. You can use the Refresh Now button at the top of the parameter window to refresh the system variables, just to be safe that the variable has been set. You can also use the interface to add new variables. The whole QLib package is insanely helpful! You can grab the files from their GitHub page: https://github.com/qLab/qLib