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Everything posted by Alexey Vanzhula
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I dont know many about mantra rendering. But i want to show cleanup render of interior light bouncing (mean clean soft shadows at corners). This is my test scene of cornell box - no lights - only emission from simple plane: https://www.dropbox.com/s/q15ca3umg96206q/cornelBox.hip And this is ~16 min under simple i5 laptop: https://www.dropbox.com/s/lvptgoh02061311/untitled1.png I dont need universal settings, but show clean shadows at corners and especialy under the teapot. Can you please change my PBR render settings ? Thanx in advance.
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PBR simple cornell box test.
Alexey Vanzhula replied to Alexey Vanzhula's topic in Lighting & Rendering
Thanx - nice result ! This is what i need -
Mantra Specular -> Arnold Specular = valid conversion
Alexey Vanzhula posted a topic in Lighting & Rendering
Hi. I`m writing bridge between maya and houdini. At now i experiment with export mantra surface to arnold aiStandard material. It use user-base rules to accurate export materials from houdini All works fine but i dont understand how to correct translate specular roughness from mantra surface. 1. In mantra surface it is specular angle 2. In arnold aiStandard - specular roughness 3. Also arnold has two BRDF models - cook_torrance and ward_duler (with anisotropy and rotation attributes) 4. As you can see in export code it is remap(shop_node.evalParm('spec_angle'),0.0,90.0,0.0,1.0) ). remap is simple function to fit new range (0,90 -> 0.0,1.0 in this example) 5. Renders with specular angle=10 are diffrent 6. So, how to translate specular angle to specular roughness ? -
Mantra Specular -> Arnold Specular = valid conversion
Alexey Vanzhula replied to Alexey Vanzhula's topic in Lighting & Rendering
Still finding solution. This is sin(radians(angle)) result: -
Mantra Specular -> Arnold Specular = valid conversion
Alexey Vanzhula replied to Alexey Vanzhula's topic in Lighting & Rendering
Леха спасиба !!! -
In Houdini nodes (SOP) updates only if viewport is visible. Is it possible to auto-update nodes with hidden viewports?
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position and size of current viewport
Alexey Vanzhula posted a topic in HDK : Houdini Development Kit
Is it possible to find position and geometry of current viewport (not floating) with inline C functions? -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
Most likely it is not possible with HDK, but nevertheless... I need to emulate click on any pane border (border that change size of pane). And in general: how to emulate mouse click? I see HDK documentation and think that it is possible but i still the layman in these questions ) -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
Can you show your test code? -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
No. But If i click on border before update it return valid values. I also think that it is linux problem. I tried a few window mangers - same result. -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
this is my quick test (button callback) code import inlinecpp def alignMayaViewport( node ): mymodule = inlinecpp.createLibrary( name='test', acquire_hom_lock=False, includes= ''' #include <RE/RE_Render.h>" #include <RE/RE_window.h>" ''', structs=[("IntArray", "*i")], function_sources=[ """ IntArray test() { RE_Render* render = RE_Render::getMainRender(); RE_WindowList* winList = render->getWindowList(); int winCount = winList->getNumWindows(); int i=0; while (i < winCount) { RE_Window* win = winList->getWindow(i); if ( win->getWindowType() == 6 ) { int ints[] = {win->getX(), win->getY(), win->getW(), win->getH()}; std::vector<int> vec (ints, ints + sizeof(ints) / sizeof(int) ); return vec; } i++; } int ints[] = {0, 0, 0, 0}; std::vector<int> vec (ints, ints + sizeof(ints) / sizeof(int) ); return vec; } """]) l = mymodule.test() # print l[0], l[1], l[2], l[3] # exec_ send cmd to Maya via commandPort exec_( 'ui.qMayawindow.move({0},{1}); ui.qMayawindow.resize({2},{3})'.format(l[0],l[1],l[2],l[3]), node )[/CODE] -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
Yes i added cook before and after callback - nothing changed -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
It is very funny: http://youtu.be/qL224l037RI As you can see if i simple press mouse button on size-border after drag it (and before next update callback) - it updates normally. Any ideas... -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
It does not help -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
I have a problem. When i change viewport size it gives me wrong x and y components ( w and h change normally ) look at this video: http://youtu.be/Xq8sCFyiUTQ -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
Other question: Is it possible to add callback for change window size? I dont find solution -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
So if at least one viewport show: 1. get window with ID=0 -> main window 2. get window with ID=1 -> viewport window it is good But if all viewports in currect desktop are hidden and opened at least one floating window - we get wrong viewport window (with ID=1) So, i need something like isFloatingWindow() -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
Yes, you right. -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
I was mistaken. This windows (returned by render->getWindowList()) is a panes -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
maybe it is some sort of get active opengl areas and get it dimensions ? -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
viewport that in main houdini window - not in floating window. render->getWindowList() give me all separated windows. Windows with ID=0 (ID in list) is a main houdini window - and i can control it. But what further? How to get viewport in it? Sory for bad english. -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
mantragora, you very much helped me. But you probably not correctly understood a question about viewport. At now with simple cpp lines i can manage separate (floating) windows. But i need catch info about embedded viewport position\size. maybe I approached close to the answer Still need to find solution -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
Thanx a lot !!! -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
I dont know why, but this simple example does not work in my linux h13.0.248 gcc4.6: http://pastebin.com/LQF5RUpV and error: http://pastebin.com/V3sZpvst Is it C++11 problem ? -
position and size of current viewport
Alexey Vanzhula replied to Alexey Vanzhula's topic in HDK : Houdini Development Kit
I dont know how can i use it in python? In HOM i can find current scene viewer, viewport, pane - but how to get render cpp object to use in inlinecpp?