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Howitzer99 last won the day on October 26 2019

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  1. Make sure that you're using the correct syntax for UDIMs in the filename. The syntax for UDIM files is filename%(UDIM)d.ext where %(UDIM)d takes the place of the frame number. So if you had image1001.exr, image1002.exr, it'd be image%(UDIM)d.exr. https://forums.odforce.net/topic/25986-what-is-the-udim-multi-uv-workflow-in-houdini/
  2. No, I don't believe you can. Cryptomattes are calculated at rendertime as an AOV output only. There doesn't appear to be a cryptomatte shader that you can assign directly. You could just setup your own matte pass the old fashioned way with Redshift matte shaders, but this wouldn't be compatible with cryptomattes since they would not have the associated metadata. If you main renders are pretty heavy, you can try running an alternate version with cryptomattes enabled, and then remove lights and and extra geo that wouldn't contribute to the cryptomattes. Hope this helps, Dave
  3. RenderMan used to need a lot more tweaking, especially when they were first introducing raytracing into the engine. These days, I'm mostly using Arnold and Redshift, so I'm about 2 versions behind for any advanced with RenderMan. All the renderers have free or trail licenses, so best to just jump in, and test with your scenes and see which one you feel most comfortable with.
  4. The gamut of ACES is super-wide, which will definitely help to retain the subtleties of colors and shadows in volume renders. I first started using ACES on projects at ILM several years ago, and have never looked back.
  5. I've used RenderMan for many years professionally, but for my own projects, I rely on Redshift for speed, and Arnold for higher quality (especially volumes). There are troves of information regarding any modern renderer online, so learning is much less of an issue these days. As Fred mentioned above, Redshift is pretty easy to use out of the box, and the implementation inside of Houdini is solid. You really can't go wrong with any of the renderers mentioned in these posts. And most offer free or trial licenses.
  6. Saul Espinosa did some tutorials a couple years ago discussing Cryptomattes and Redshift, and the options for generating Cryptomattes. I believe these were in Maya, but the controls for Redshift are basically the same between the packages.
  7. Insydium has been releasing a bunch of free X-Particles tutorials on youtube during the covid lockdown.
  8. I started with a fresh scene, applied the velocity trails, and enabled motion blur on the geo node and the render settings. It's working as expected in both Arnold and Redshift. Maybe try a new houdini scene?
  9. Have you enabled motion blur on the Geometry node? Under Geometry->Arnold->Motion Blur tab, there is a Velocity Blur parameter. It should be enabled by default, with v as the expected motion blur value to be used for calculations. If that fails, check the docs, something might have been missed: https://docs.arnoldrenderer.com/display/A5AFHUG/Motion+Blur
  10. Hi Alexey, Will Modeler 2020 be a a free upgrade for those that purchased Modeler 1.0 from you last month? Wasn't expecting a newer product, when the previous version was a 1.0 release. That's a very expensive one-off purchase... Will there be supporting videos for these new H18 versions of Modeler? Has the zone and quick launch menus been re-implemented? It's listed on pages 20-21 of the Modeler 1.0 manual, but there is no menu icon or routine to setup the hotkey for, as per the instructions. Is there a direct way to contact you regarding updates and issues with the product? Cheers. P.S. Re-posting from above, in case you didn't see this.
  11. 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.
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