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Found 175 results

  1. I have a question that has been bugging me for some time and I couldn't find much information about it. Which is the best and most efficient way to render many polygons? Using delayed load procedurals or using packed disk primitives? Or, am I confused and are they both doing the same thing and there's no difference between the 2 workflows? As far as I know, they both create instance geometry. The documentation doesn't help much either, half of the things I read talk bout optimizing a render using delayed load procedurals, and the other half about using packed primitives. I'm wondering if packed primitives is the new workflow and using delayed load procedurals was the old way of doing it as is now obsolete? Here are the 2 workflows I'm talking about: Packed Disk Primitives Here I pack all my geometry and write it out to disk. I then load it back and change the load setting to "Packed Disk Primitives". Then I generate my IFDs and they are now referencing the geometry from disk instead of having to write them out (And the IFDs are a few KB or MB big). I then render using those IFDs. Here is what the documentation says about it: "Packed Primitives express a procedure to generate geometry at render time." "Because Packed Disk Primitives by their nature are geometry streamed from a file, similar to Alembic primitives, we don’t have to use a special procedural to get smaller IFDs." Delayed Load Procedurals Here I write out my geometry (not packed) as bgeo and then make a Delayed Load Procedural shader and select the bgeo files I just wrote to disk. I then go to the Rendering -> Geometry tab of my object and load my Procedural Shader. I then create my IFDs and then render them out. In the documentation about the delayed load procedurals, it talks about optimizing geometry this way. So I know there are these 2 ways, but are they both equally the same, or is one of them better than the other? Which workflow do you use? Also, when using the packed disk primitives, if the geometry you want to render is unique and it can't be instanced (or there's just no point in doing it), do you still pack it (so its only 1 packed prim) and save it out? Or do you use the delayed load procedurals? Do you use any other workflow? Any advice on this would be greatly appreciated! Thanks
  2. Hi, We started using deep rendering and noticed nuke scripts literally explodes if we forgot to check "Exclude from DCM" for each extra passes. My problem is, how do we exclude base components from DCM, like Direct Lighting and Indirect Lighting? There is no Exclude from DCM checkbox for those passes. I tried in H14 and H15. Do I need to manually export those passes in the Extra Image Planes section? Thanks Maxime
  3. hi every one, whenever i pick a color from the final render i got this weird result , some times it's slightly bigger and other it's lower , i'm using default value in houdini didn't change any things in render or linear workflow any idea ?
  4. Hey all, I've cached out a cloth sim that's was attached to a static object but when I read it back in with a file node the geometry jumps around in some frames. In the sim in the DOP net it's fine but in the cache it jumps around. Anyone know what's happening?
  5. Hello guys, Here is my problem, I just finished building my shader for the ocean. When I watch the animation using the viewport everything is working like a charm, When I'm rendering the animation using the ocean_preview node in mantra, everything is working like a charm. However when I try to render using the ocean_render node or the ocean_render_export_maps, the animation is not rendering, only the frame 1 is rendering and it keeps the exact same frame for all the next. Can you tell me what is wrong ? The only way to make it work is by moving to the frame 2 and render the displacement from the current frame of the ocean_render_export_maps and then rendering the current frame using mantra. Should I render the whole animation using this process ? I need to render using the ocean_render1 to keep the infinite ocean which is connected to the grid1. Thank you guys, I really need help on this one
  6. Hello! I'm kind of new to Houdini and when I save a frame in mantra ( file > save fram as... ) it doesn't keep the real color which are displayed in my mantra render. I tried TIFF, TGA, JPEG 100% and nothing worked, colors are still different from the one coming out of my mantra render.. Any idea how to keep the exact same color ? Need help, have a nice day guys! Fay
  7. Hello guys! I'm some kind of a newbie to Houdini but not really in the 3D field. I would like to have some feedback and your opinion on my ocean shader. It's a simple scene which will be animated with a camera traveling toward the horizon, I use it to learn more about houdini ocean shader. Here's my shot : It's been few days I'm struggling with this one, so any feedback is more than welcome! Thank you guys, have a nice day.
  8. Redshift in Houdini

    Hello Everyone, This is a series of videos on how to use the Redshift renderer in Houdini regards Rohan Dalvi
  9. I would really appreciate help with doing the simplest possible volume render using RenderMan in Houdini. I always just get a black image. I think my issue is that I don't know how to set up a volume shader... A sample .hip file, or just telling me which nodes to use, would be very appreciated.
  10. Hi everyone, I seeking workflow tips to render characters separately from the environment but still have all the interactions such as reflections, shadows and so forth in both layers. Any tips and ideas would be much appreciated as I'm working on a project which would benefit greatly from this technique in comp. Thanks in advance.
  11. As a novice I can quickly see what a HUGE amount of time might be spent iteratively tweaking the various settings in Mantra Surface materials to get just the right look. In addition to what is installed by default, is anyone aware of any 3rd party libraries of material settings for Mantra Surfaces?
  12. Our new GridMarkets Simulation and Render Submission tutorial is out! Our new video tutorial describes how to submit a Houdini render or simulation to GridMarkets. A sample .hip file can be found at the bottom of the following page to help you to get started: How to submit a render or simulation to GridMarkets
  13. Houdini and Infiniband

    Hello all, I was wondering if anyone has any experience working with Infiniband and Houdini. I have recently purchased two Voltaire HCA700ex2-q Infiniband cards (40Gb/ps) and have them connected via a Mellanox 40Gb capable fiber qsfp+ cable. I've already upgraded the firmware on both cards to the newest available version. And both cards can see each other and I am able to set up and transfer files between them using shared drives in Windows 7 Professional x64. (I will be trying this next in CentOS 7) What my question is: how do I get the two computers to see each other in Hqueue so that I can use my faster Infiniband connection rather than my much slower gigabit Ethernet connection which is getting fully saturated during distributed fluid sims. Do I need to edit the client information in some way to use the IP from the Infiniband card (cards are capable of 10Gb/ps IPoIB)? Thanks, Ryan
  14. Hi everyone. First post here and new houdini user, so be gentle! I'm trying to understand how one might go about adjusting an HDR within Houdini rather than adjust in another DCC and reload in Houdini. I tried loading the HDR in to /img/ then adjusting with a color-correct before loading in to the mantra environment light using an "op:" path, but this introduced a painful delay as houdini seems to "cook" all too often even when as far as I would assume, the HDR doesn't need colour corrected until render-time, and even then, only on a per-pixel basis during render. So, I assume I am approaching this from a totally non-houdini way of thinking. The options as I see them are 1) Adjust the HDR in a different application. 2) Adjust the HDR in the environment light by adjusting the color tint values. 3) Adjust the HDR in the /img/ context and save out with a ROP when satisfied with the result and then pass the direct path to this saved file to the environment light (rather than pathing to the file-in node within \img). 4) Access the file-in node within the environment-light and add a color-correction in there (although when I open the environment light node network, there is no sign of the file-in as one would expect or as you can find in a standard mantra shader node network). So, I guess my question is, where I have a 'map' in houdini, what is the best way to colour correct the map either by processing outside the object or inside the object node network? (where 'object' could mean primitive/light/shader/etc). Thanks
  15. About smoke rendering and collision

    Hi Thank you for visit this topic. I started learning about Houdini lately. And I have two questions. 1. I made a test scene for smoke, but I couldn't make collision between smoke and rigid body object. 2. I couldn't rendering smoke,(I think, because I didn't set shader on smoke But I don't know how to do) I know it is a stupid question but I need help. I upload my test scene so, please check it If you don't mind.(And If you find weird node network in my scene I'd like you tell me, I want to improve them PLEASE!) Thank you and sorry for bad English. smoke_collisionTEST.hipnc
  16. Hello VFX wizards! I am trying to render out a sim with an RBD alembic animation from maya inside my houdini smoke sim. I can render the scene just fine but my question is with object contributions. in lights you can add contributions that basically layer the exr file with direct lighting, indirect lighting, C, ect, for each light. Can you do this with objects as well? Because in my shot the object swirls around the smoke and has the smoke visible in front of and behind it. I want to be able to essentially render out the RBD object that is spinning as a silhouette on its own layer that comp can add the actual textured object into nuke but still have it in the center of my sim. Is this possible in houdini? *see attached for the LQ take of the shot* smokeRender.v3_LQ.mov
  17. We'd like to let everyone know that we are now supporting Houdini 15.5: www.gridmarkets.com/houdini Thanks for your interest and have a great week, Patricia and the GridMarkets team‪
  18. Join Moment Factory, the multimedia leader! julie@polyglotgroup.eu https://goo.gl/OeoWAW
  19. A interesting talk about how Ikea is Rendering there Furniture. they also have made custom tools and he also explanes some to be solved problems. Talk from Martin Enthed about there Rendering process (about 35min) houdini could fit in for there problem with the dynamic system.
  20. What are derivatives?

    Hi, This is something I really don't understand and I didn't find anything in the Houdini help. Can anyone explain it in simple terms? Is it only useful in shading? Thanks
  21. Mantra Checkpoint Tiles

    I have a long-ish PBR render (4-5hr frame) that ran to 66% with checkpoints enabled before timing out on the farm. I resubmitted the frame with checkpoints enabled and got the message: >Resuming from checkpoint file: read 4040 tiles from /path/to/bla_sh004_lighting_v010_bty.1062.exr.mantra_checkpoint (I presumed this meant a successful resume) I then watched as my new render started from exactly the same tile as the first render... it didn't seem to actually skip any part of the render. Is this expected behaviour? Am I misunderstanding checkpoints? I figured this should start back up SOMEWHERE near the percentage of completion I got up to previously, but it appears that's not the case... edit: interesting observation is that looking at the images in Nuke, the same tiles (up to 66%) in the EXR are there - just a hunch that the new render is just rendering straight over the old tiles instead of recognising that they've, in fact, been completed. Is this possible?
  22. Hey, I'm here with an "old" question, I know it's been discussed/explained already, but I'm still struggling with getting rendering time estimations :/ I've found some info, but it's more about OSX and Linux, and it seems to be different with windows. First, I don't know how to bring up the console (don't laugh please). All I could find was to set mantra verbose level to at least 1, which is already at one by default, and that it could also be seen in the render scheduler. So I launch the render scheduler, set it to not clear completed tasks, but when I hit render to disk (rendering a sequence) the render scheduler isn't showing any info. It's only when the animation is all rendered that the scheduler display a list of task, when it's too late. Since I don't know how to bring up the console, I'm in the dark about some needed render time estimations :/ How do you guys get those info ? I'd love to at least see the total render time estimation somehow. Thanks !
  23. I'm looking to set up a small render farm for houdini. I am starting from zero knowledge as to how I would get mantra, sim data and alembics onto a render farm spread through multiple blades. I have used ouput nodes in the past but this is the first time I will be making them from scratch. Even if someone knows how to do it from command line, I would be interested in any information anybody can give me regarding submitting jobs to a render farm. I know this is a super vague question but I can supply information where needed. Thanks.
  24. Texture Conversion

    From a few simple tests, just having Mantra render a large # of high res EXRs takes forever and uses a lot more RAM than having pre-converted the textures to rat files (EXRs - ZIP, Multi-scanline blocks). So that makes me want to pre-convert all our textures to rat files automatically. I'm interested in how other places handle texutres in their Houdini pipelines. Is there better ways to export out Do you normally convert them to rat files and then render them? How do you keep the rat and exr in sync? Or do you let Mantra always do that for you?
  25. I have an artefacts after rendering on the tea and under tray @@ help me please
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