Jump to content

exu

Members
  • Content count

    36
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

5 Neutral

About exu

  • Rank
    Peon

Contact Methods

  • Website URL
    https://vimeo.com/homa

Personal Information

  • Name
    cassio

Recent Profile Visitors

4,506 profile views
  1. Cloud FX for Rolling, Evolving Cloud

    Hi Shiv i didn't have it, i lost my old HD, but i did a simple exemple for you... this is the basic concept, to get a movement but you can play adding more rotations on copy, add some noise using rest, vel, and density fields with vop volume or cvex ... I hope it help. i forgot in minute 3:00 you can see the result tahat you can get with this trick... rolling_cloud_simple.hip
  2. Cloud FX for Rolling, Evolving Cloud

    Hi Shiv, I did years ago, a setup for rolling clouds, before the "cloud rig " in the shelf, so my solution was using a normal attr of poly spheres to create a volume field, using "volume from attribute" and apply into a smoke sim, no gravity, buoyancy etc, just sop field and gas calculate node attached to velocities slot on solver, it may help a lot if you using time blend to interpolate frames, since simulations involves sub frames. I hope it help you.
  3. Speed Up Mantra PBR !!!??????????

    Hi, There's a few things to consider ... Portal lights... check if the "portal" geometry is placed to fit perfectly on your window(hole).. since if not, you may shooting a lot of rays for nothing... or inside/outside from geometry that you want illuminate... Also, use a single side option for Portal Lights , and check if direction is correct (direction is guide by geometry normal). Geometry Check the normals, its very common get wrong normals when you get geometry from other 3D app... (if is the case) Check your scene scale... again, different 3D apps may have different measuring scales (I.E Maya is Centimeters, Houdini Meters and so on), and remember, PBR means physically rendering, so scale can be made a huge difference. In PBR mode, is common check if your lights have a proper attenuation, I.E. "physically correct". (you may increase the light intensity too) Check if you have one poly plane 'wall" as well, since planes (open) are harder to trace than a solid (closed) geometry... in most cases i start to using 5X5 pixels 1 Min Ray samples 10 Max Rays samples (in indoors scenes like this one i bump it to 64 or more) 0.008 noise level 10 Reflect rays 10 Refract Rays 6 Diffuse Rays And i strongly recommend using GI light to speed up and reducing overall noise... as Jason said. For this Try bump Prefilter samples to 500, and if is not enough, increase Photon Count, as well Prefiter Ratio• •Caution on this! it's can be slower, since is a trade off between how many prefilter e non prefilter points will be used. Also try H 12.5, iSESI has made a awesome speed bump on PBR!! Sorry, for my "spaguetti" english and I hope its helps!
  4. Hi , Magneto, today, is less than 20k, try a quote http://www.thinkmate.com/System/SuperServer_8046B-TRF but, you will probably need think about power consumption ! So, in the future, everything that you need will be in the clouds, or cloud like... cheers!
  5. Reel 2012

    Hi, guys, My latest reel, not too fancy, but, at least it is 90% Houdini works at this time! https://vimeo.com/52402183 cheers!
  6. MERL BRDF Database

    also, you can use this one... http://www.disneyanimation.com/technology/brdf.html cheers!
  7. Random link of interest

    someone saw this one? PS:Needs WebKit for view... http://madebyevan.com/webgl-path-tracing/ http://madebyevan.com/webgl-water/ cheers
  8. From perspective of Maya user, also, mental ray, and Renderman (Prman, 3delight) user... and of course Houdini User... Mantra it's not slow! this assumption that mantra it's slow it's become most people that use MR and Maya or Vray and Max, didn't count your render times seriously! I mean, they count frame times, with no AOV, without sum average time per render layer, and or passes! and of course without Motion Blur! If they do that i pretty sure that MR it's slowest render than mantra... Assume that you need render a realistic car, if you only count the render time in render view of maya, you don't count the translation, also if you use a FG, you don't count the number of times that you must render until flickering is gone or free of artifacts! If you put some passes and didn't use a rasterizer (with has a lot of issues of anti-alias), your time frame will reach the roof! Not mention that for some heavy scenes, you will need separate in layers just because the memory blows away! The solution? render AO in a render layer, render another layer with some shader to do motion blur in post etc... if you take the time of all those passes (i.e render layers), and sum it, you will get a really slow render.... Ok, if you use a Vray/max you probably don't need or have a render layer, but you need to wait much more time to render without flickering! or not ? I'm sure that was a tricks and workarounds... but it's not the same? or you will go to Kaos group forum and post something like: "why Vray it's slowest render on the market?" So, just because those people knows the issues about those renders, and use a workaround to produce your images, this is not means that it's not exist! why instead they just come here and said, "too slow", they don't ask "what i'm doing wrong'? Sorry for my english... but i'm surround by maya and max users and all the time it's happens when people starting using a new software... Also i'm still working with maya, just because there's no many places here in brazil to only work with Houdini, i hope that it's change, soon! PS: using AOVs in mantra and Renderman, give you a full control of your passes, including per light, per objects and so, with a minimum cost in your render times.... Not mention too that RSL and VEX also gives you a freedom to make some impossibles things easier than programming a shader in C++ like others renders like MR and Vray... cheers!
  9. Reel 2011

    Fixed. and once again, thanks!
  10. Reel 2011

    Well.... My mistake, since i just looking for what i do in the shoot, in the case the water, i don't take care about character head! i'll "un-crop" it! too much time seeing same thing makes me blind! Thanks for your Feedback!
  11. Reel 2011

    My New Reel Comments and critics are welcome! My best Cassio
  12. DOPs smoke questions

    Hi, I'm working on a scene with a hero cloud, i'm used many technics to archive a rolling cloud. the better result that i got it's using custom field and adding vortices, also i rendered as Volume Procedural using CVEX... But i wonder if i can calculate rest field directly from upres solver. I found in Houdini Docs that even if i can calculate it , it will be useless for shading purposes ... I'm try ... with no results... It's possible? If not, do i need simulate a very high resolution with noise ? is it the only way in DOPs? So, for now, i'm using a trick to make my own rest on upres smoke in SOPs, but i think that it's not the better idea, but it's the only way that i found to make a high res rest to using o my clouds... Any idea? sorry for bad english... cloud_test.mov
  13. freelancing

  14. High Resolution Explosion

    Thanks for sharing, This may help a huge problem that i have it with making a "rolling clouds", so, i will try it now! In my attempt to archive my goal( rolling clouds), i watch every tutorial, post, and thread! So one thing that i discovered it is if you go to CVEX and using sample volume form file, even if your iso didn't have high level of voxels (beyond 200X200X200) you can add a lot of more detail to your sim... this technic it's explain in Houdini Fractal Tutorial at CMIVFX ... http://www.cmivfx.com/tutorials/view/280/Houdini+Fractals But instead using i3d with it's more expensive to generate, i play with my upres Volume (with was saved to disc) using Volume Sample For File and get this results... I still need to do a trick like pyro shader does with rest position (2 rest interpolated) to control how much my noise "stick" on volume.... The good news is : Render Fast! much more than using a Billowy Smoke Noise Shader! the downside is : You cannot use PBR or GI since it's a procedural geometry like fur... it will cause your render to death! so, is not bad at all, since it's too expensive anyway. Note:: this is a simple billowy smoke from shelf with a pump object, with upres resolution at 115 grid voxels. And the render was made with raytrace engine, with 3x3 pixels sampling only, and volume sampling set to 1(very low), and took less than 40 sec per frame in my lap. And still have a detail! I forgot to mention that it's solve my problems with weird artifacts caused by negative values too... Sorry for bad english! And Cheers! cvex_upres2.mov
  15. Houdini wannabe

    Hi Guys, Anyone saw this? http://adinc.na4.acrobat.com/p23782361/?launcher=false&fcsContent=true&pbMode=normal It's seems that Autodesk it's in deep love with Houdini Concepts Like: • Takes (they call "views") • Context operations • Data manipulation • ROP's, render all types of data instead only images, like geometry, points, attributes and so. • Nodal workflow and many others ... So, i just say thanks for SESI, to bring the "others future" for us, today ! Cheers
×