Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Everything posted by neonbulbs80

  1. [Animated Short] Helga

    Hi guys, First, I just want to say what amazing job you guys have done! Keep posting the latest updates. For the noise issues, it depends on your lighting conditions. Since the lighting that you guys do are mostly interior lighting, noise are basically your biggest problem rather than exterior lighting. In exterior lighting, rays are easily finding light sources where as interior lighting depends on limited area of lightsource which somewhat need higher sampling to smooth the results. My suggestion is to use GI light for interior lighting to speed up secondary bounce calculation, in my experience it also give better bounce. The only thing to sacrifice is the accuracy and the flexibility because you have to tweak number of photons to be used in you GI light to simulate better conditions. Other way, is to cheat your lighting shot by shot by adding more lights that act as fills with a very low intensity and they don't usually have physical falloff. I do this many times for interior shots for different path tracers and they work like charm. Hopefully this will help. Cheers!
  2. Demystify Archviz in Houdini

    Got an idea some months ago on how most people use Houdini mostly for Vfx. In a way I always think that CG softwares are just a tool, the difference is how can we use it to get what we want. So I'm trying to demystify the usage of Houdini to do architectural visualizations. My goal in here is not for trying to proof something it's just an exercise for me to get use to with Houdini, since I'm still quite new with Houdini and I found it fascinating. Ranging from procedural modelling, digital assets, lighting and rendering, this personal project is my hobby other than my demanding deadline at my workplace. So, I hope be able to finish it and hope you guys can give suggestions and critiques. Cheers..
  3. Hitchcock

    Looking real good there Andrew! What kind of a modelling and texturing workflow that you use for this project? Cheers...
  4. Demystify Archviz in Houdini

    I'm finalizing the project now. It's almost officially demystified . These are the latest WIPs, still more to come for tweaking and do different lighting scheme like night time. Hope I'd be able to finish it with my tight working schedule. Please feel free to drop a line for any suggestions.
  5. Spaceship engine

    Awesome work! Any tips for us for the modelling workflow?
  6. Demystify Archviz in Houdini

    Wow, can't believe it has been a year when I started this thread. Thanks everyone for your suggestions and information. @count_bobby : Thank you for your sample renders, they look great and also your render settings information. @rafaelfs : Thank you I appreciate it. But for now I'm going to hold that project since that are just for learning purposes. I'm now finally got the time and energy to actually doing the actual archviz scene starting from modelling. After I got a place to settle now I can focus more on the actual archviz scene. I'm still in my modelling and layout stages. It's been really fun not just focus on rendering but planning the whole scene, and Houdini made things easier for me to experiment different things without even destroying what I have been worked before. Camera switcher is super awesome. I'm planning to clearing up the modelling and layout stage by the end of this week. Check out my WIPs on my blog and feel free to give feedback. http://neonbulbs80.b...i-layout_6.html Cheers..
  7. pbr render test

    That's super awesome render!
  8. Mac Mini + Houdini 12

    Hi Everyone, I'm moving to other place soon and since I'm using desktop, I'm considering to buy a laptop to replace it for my houdini work. But I'm still quite worry about the stability of temperature for laptops since I'm going to use it a lot on rendering, lighting and comp. I'm not a mac user but recently I look at Mac Mini which is quite affordable and it basically a mini cpu version that I can bring everytime I move to different place without having to worry about shipping cost and extra baggage. My questions are, have any of you guys use Houdini 12 with Mac Mini before? The spec that I'm planning to buy is i7 Quad Core 2.3 + 8 GB RAM + 1 TB HD + Intel HD 4000 for graphics. My only worry would be on the Intel HD 4000, would Houdini able to run with it? Since I understand that I can't replace the graphic card with NVidia. So hopefully any of you guys can shed a light on this Cheers..
  9. Mac Mini + Houdini 12

    @rafaelfs : Thanks for the suggestion. Appreciate it. I ended up with late 2010 Macbook Pro with Core 2 Duo that I got from my sister since she's not using it. Quite OK, just need to render lower resolutions now . Other limitation would be with lower graphic card, Houdini Viewport can't show environment light's environment map. Cheers..
  10. Archviz demystified II

    @count_bobby : Awesome, it's great to see more guys try to crack the archviz myths using Houdini. I'm still actually try to crack it, once I've got enough time now, quite busy busy these days. My suggestion would be by : 1. Applying a correct linear workflow to the scene will reduce overblown or over expose area which will lower rendering times due to less samples needed to render overexpose area. 2. As old_school suggested, on my recent test GI Light, do speed up the rendering, reduce noise and increasing light reaches slightly for multibounce PBR. Cheers..
  11. Mac Mini + Houdini 12

    Hi Mangi, Thanks for the advice. It does look yummy indeed . I know that my friend also used Dell laptops and their warranty is good. Any damage within the warranty years can get a replacement right away. But precision seems way out of my budget , does XPS can do the job same as precision? It doesn't have to match it but at least it has some power to run Houdini for medium sized work. Luke : Thanks for the info. Looks great! That can be a good options.
  12. WIP L-sys Plants

    Hi Eloi, There are quite number of tutorials available to you out there : http://www.cmivfx.com/ http://www.sidefx.com/index.php?option=com_content&task=view&id=2306&Itemid=132 Cheeers..
  13. Demystify Archviz in Houdini

    @count_bobby : Wow, those are great renders. Thanks for sharing them. Hope you can find and share to us render settings and light rigs that you used for those images. I've done the final lighting and add up several objects for composition, still a bit more work to be done by adding up more objects and volumetric pass. Any suggestions are welcome Cheers..
  14. Santa & Klaus

    Hi Dennis, It's looking good there. Can't wait to see the final result. Did you render them in passes, layers and composite them back using Houdini or using other software? Cheers..
  15. Demystify Archviz in Houdini

    Hi Erik, I didn't know about that thread before. Thanks for sharing the post I'll try that on my renders
  16. Demystify Archviz in Houdini

    Finally finished with texturing the room and props. I decided to take out the tin box inside the shelf and I'm going to replace them with toy boxes or books instead. I'd also thinking about modelling additional simple toys as additional props to add more compositions to the whole image. For now the lighting are for test purposes only. I'd really happy with Houdini camera Switcher node, it's easy to retain different camera settings with only a single node and I'm just playing the camera framing for now for overall compositions. I do still have some problems though : 1. Glossy reflections are causing small little white dots. I have increased the pixel samples to 16x16, but it only reduced a tiny bit. Is there any tips in shader wise or render setting wise to optimize this without increasing additional pixel samples? 2. In second shot the shallow depth of field causing a slight black fringe on top the hood. I used 3d depth of field from Mantra but I'm having problems to remove this. Is this got something to do with fresnel settings from Mantra Surface shader that I used? Hope you guys can have any idea to help me with those problems. Meanwhile I'll be revising the lighting to have a bit more interesting look than now. Cheers..
  17. Demystify Archviz in Houdini

    Finished up modelling the interior for the tin toy car. Next stop surfacing the room, final lighting, render and break them down to passes for compositing.
  18. Santa & Klaus

    Hi there Dennis, Great renders and project. For the sphere subd pole tricks I just usually make sure the poles are in quads. I'm attaching two comparisons before and after. Sorry for not giving you some proper shader setup to show reflections but if you see the first image the sphere with triangle pole got artifacts due render time subd. The second image is after I collapse the edges so that the pole has only quads, if we apply using rendertime subd then we can have smoother pole for the sphere. Mostly this will work out, so you need to check it time to time, if not I just use nurbs sphere instead. Hope it helps. Cheers...
  19. 3D Room Render

    What a lovely renders. I've been doing my own interior renders as well. Did you render them in passes or just beauty renders?
  20. Demystify Archviz in Houdini

    @qbick : That would be great if SESI able to implement that. But for now the brute force method seems doing quite fine, since if I apply DOF or motion blur, the render time doesn't seem to be increased 3x or 4x longer compare than using MR. What I like about it is that it only add up additional 20% of render time when you have displacements as well. For production time this is one of the advantages I guess. Anyway for the additional progress I finally finished my toy classic car modelled in blender and just finished surfacing and test renders. Next week I need to wrap up background interior and additional props for visualization. Any crits and suggestions are welcome. Cheers..
  21. Flowersos Difussos

    Two thumbs up!!!
  22. Demystify Archviz in Houdini

    Phew been a long time since I updated this thread from March. Work has been the case. I'm still struggling to find some time to continue on the shelve project. But I think it's a bit too complex for me to understand and get used to with PBR renders. So I just use smaller test case but still in relation with Viz projects. Modelled some simple coffee cups and light them up as a product shots. After trial and error with render times and many hours reading the help files, setting up PBR renders with Photon Mapping in an enclosed area works the fastest and giving much better results with quality and balanced with render times. Previous attempts with only using reflector and no photon mapping can be a whopping 1 hour render for 720x540 frame with depth of field. Finally with photon maps I can get away with 9 minutes render time with smoother noise and additional bounce lights on darker areas such as the small opening on the left cup that slightly opened. I'm still struggling to know how to make smooth workflow for photon maps in animations to reduce noise and flickers. Maybe some of you guys can shed some lights in here? Cheers..
  23. Demystify Archviz in Houdini

    Hi renderfan, jim c Just see the discussion between you both and this is what I think. Even though I only been using Mantra only for a little while, I been using MR for 5-6 years in production, VRay is around 2, and last year I tried on Modo too. And these last two years our studio is using 3Delight for production. Just like on my previous reply those renderers have totally different characteristics on how to render things. It's a bit hard to match up qualities from one renderer with another from straight render, that's why you have render buffers or should I say AOVs so that the compositor can work things out and the final result should have the same continuity even tough they are coming from different renderer. Where as for speed wise for GI solutions MR and VRay are using secondary bounce maps to simulate bouncing of lights such as Final Gathering, Irradiance Maps, Light Caches and Photon Maps. These GI solutions are basically to "simulate" but my guess is they are not 100% physically correct, because you can play a lot with those numbers to achieve what kind of results that you want versus time and deadline of course. For simple test scenes just like in http://forums.odforce.net/index.php?/topic/15114-render-question/page__view__findpost__p__93561 MR and VRay of course able to produce things fast with their GI solutions where as Mantra PBR are slow and very grainy. The first time I use Mantra and PBR, I treated them the same way as VRay and MR but I found out that it didn't work. Slow and grainy are always be results, but that doesn't mean Mantra can't produce the same thing like MR and VRay, there are other methods that I actually used to improve rendering speed and GI solutions using Mantra PBR. Since PBR is doing path tracing for it's GI method, you can't rely on one light for Mantra to do the rest of the bounce because I believe it's going to take super long and many many samples to smooth it out. My way is set MPlay to 2.2 gamma and work my lighting from then on. For the current project I'm working on my diffuse bounce is only 1, because I have enough lights to simulate the bouncing and the render times doesn't take very long. Also you can still cheat things up like which object that you want to show in reflections so that Mantra doesn't have to do additional raytrace for every single objects. The other thing is memory management. VRay and MR GI solutions are mostly resolution dependent. You can try test rendering your test scenes in higher resolutions such as HD and check your RAM consumption when you render in low res and high res, most likely the bigger the scene is MR and VRay GI performance starts to drop vs the RAM that you have. We have a test with one of our project in the studio where we try to render a big room full of servers with VRay and the RAM consumptions for IR map and Light Cache can take up more than 8 GB of RAM, some of our machines start rendering very slow due to VRay that needs to swap virtual memory from hard drive and actual RAM in order to be able to render an HD resolutions frame. Where as 3Delight that doesn't do raytracing can render that easily in HD with less than 2 minutes and lower memory consumption with multiple passes and we can fake the GI in compositing. So I guess that rendering wise, renderers have different approach and different consumers as well. For instance architects and designers who don't want to know technical stuffs and hassle to setup rendering can use Maxwell Render, because it's easy setup, put lights, set simulation time and leave it for the night. Where as other renderer that is need more setups generally use for productions like 3Delight, Renderman, Mantra, VRay and MR because we can tweak their values depends on quality vs time that we usualy sets in the deadline. Sorry if it's too long to explain, but it's just my 2 cents. Anyway already start doing the texturing, hopefully to be able to post new WIP pretty soon. Thanks for all the comments guys. Cheers..
  24. Demystify Archviz in Houdini

    @Tom, @dynamoanders, @Fabiano Berlim : Thanks for the comments. I'll be hoping to get started on the texturing side soon and start to do the final lighting. Thanks renderfan. Yes, I do agree with you. But the reason I do this because I happen to like Houdini as software of choice right now for maybe the rest of my work. Been using other softwares for Archviz like VRay for Maya, Mental Ray in Softimage and Modo in productions. The thing is, it's a challenge for me to do things in a different way. I know how to light archviz using VRay and MR but I found out that you can't treat Mantra to behave the same thing as those renderers. Surely what I do right now got cheats and caveats to get the renders done and one thing that I learn that Mantra is just a different beast to handle and that's why I submit WIP in here so that if I got problems with Mantra hopefully other people who got more experience with it here in OdForce can help me to figure it out . Anyway just add up my last piece of object at the last top shelve. Playing around with metaballs and polywire sure do comes in handy. Now I guess on to shading! Cheers
  25. h12: 100 mio points test

    Simply amazing..!