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Everything posted by Howitzer99

  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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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).
  19. Can you also upload the model? Tough to debug without being able to see the uvs and groups.
  20. Alternatively, you can right-click on a node and choose: Parameters and Channels->Parameters...
  21. 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.
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