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reeson

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Posts posted by reeson


  1. Hey guys. I have small simulation of a building collapsing. Before rendering, I switch to high instance pieces and when I try to render current frame with mantra, it's pretty fast and it doesn't use that much RAM. But, when I try to do the same render with Redshift, my RAM usage goes to the max (16GB), and it takes forever to render one singe frame. Why is that?

    EDIT:

    found the answer here: 

     


  2. If you have a high poly mesh, you do your UVs on a low resolution/poly mesh. You can make a low res. mesh by converting your high res. mesh into VDB, and then convert it back into polygons. I also use GameDev Auto UV, but sadly it doesn't do a good job every time. 

    Check out the videos, maybe it will help.

    https://www.sidefx.com/tutorials/houdini-game-dev-tools-auto-uvs/?collection=48

     

     


  3. I've been searching now about this, and I couldn't find anything. I'm guessing there is a way with writing some code to detect in what direction the edge is facing, bud sadly I'm not there yet.

    EDIT: 

    I think somehow you must do a for each loop, where it will to check each edge for it's direction.


  4. Hold down SHIFT + A and middle mouse click on each edge. Once you have all the edges selected, press TAB (while your mouse is still in the viewport) and add a Group. That's it.


  5. So I baked out a displacement map in .exr format and also tested it in Mplay, and it looked fine. When I set up everything like in the video, the displacement map does not show up. But when I plug in RSnoise into displacement, the geo gets displaced. Are there any specific settings that I need to change in the bake node when baking for redshift?

     

     

     

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