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Showing results for tags 'redshift'.
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Hello, I recently went through Steven Knipping's tutorial on Rigid Bodies (Volume 2). And now I have a nice scene with a building blowing up. The simulation runs off low-res geometry and then Knipping uses instancing to replace these parts with high-res geometry that has detailing in the break-areas. The low-res geometry has about 500K points as packed disk primitives so it runs pretty fast in the editor. Also, it gets ported to Redshift in a reasonable amount of time (~10 seconds). However, when I switch to the high-res geometry, as you might guess, the 10 seconds turn into around 4 minutes, with a crash rate of about 30% due to memory. When I unpacked it I think it was 40M points, which I can understand are slow to write/read in the Houdini-Redshift bridge, but is there no way to make Redshift use the instancing and packed disk primitives? My theory kind of is that RS unpacks all of that and that's why it takes forever, because when I unpack it beforehand, it works somewhat faster - at least for the low-res. The high-res just crashes. I probably don't understand how Redshift works, and have wrong expectations. It would be nice if someone could give me an explanation. Attached you'll find an archive with the scene with one frame (Frame 18) of the simulation included as well as the folder for the saved instances of low- and high-res geometry. Thanks a lot for your help, Martin (Here's the pic of the low-res geometry, the high-res is basically every piece bricked down into ~80 times more polygons.) Martin_RBDdestr_RSproblem_archive.zip
- 16 replies
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- instancing
- millions of points
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Hey, Anyone else having an issue with 17.5.258, where redshift 17.5.229 rendering works fine... but my flipbooks (Mplay) crash? I can render with Mplay but when I go to flipbook anything it leaks mem and them flipbook crashes saying it can't display images. If I remove the env variable pointing to the taskbar, flipbooks work? if I use an earlier redshift plugin version (i.e. 17.0.506), the self and flipbooks work fine... but there isn't the same functionality. There doesn't seem to have the RS proxy output. Please let me know if you have run into this or an issue similar. Thanks
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Hi, I am looking for redshift shaders/materials to buy. I am also intrested in importing/converting fbx materaials to Redshift. Anyone have any suggestions? It seems to me that a nice set of materails would make Redshift or houdini a lot more powerful...
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Good day to you Houdini magicians out there! I have been following the Particles IV Tutorial by Steven Knipping (the one with the cherry blossom petals) and as i did with the previous tutorials i always found a workaround to get it to work with Redshift... except for this one and it makes me go nuts. On the surface level everything is working as intended, except for the materials. I've tried applying the shaders on the actual instancing items, even stuff like applying the material onto the instance itself.The materials are also set up to read the Cd attributes and i checked that the Cd attribute isn't replaced or erased somewhere. Can somebody help me? Did someone out there stumble upon the same problem and found a fix. If needed i can provide the .hip file. I know it's not a too big of a problem but it's bugging me really bad. I am thankful for every bit of help!
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I am tring to assign either .tiff or .rstexbin files to my character that i am using for RBD. when i assign the textures to the character, they seem flat even though i assigned the displacement map. The character have at least 4 UV sets per texture it seems. is there an easy way to create all of the groups needed since the character has at least 12 different objects that were merged together before being packed. I unpacked the geo and could se the uv sets that were all layered on top of one another. i have 25 different texture maps and i am having to select the polygons individually and then group them to use a material sop to assign to the group. if there is an easier way about this please let me know. I have attached url for the textures and the hip file. https://drive.google.com/uc?id=1mjLxLb2AWJcL2qAZTXe0fIVlP860Ku78&export=download DinoCharacterHelp.v01.hipnc
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Hi guys, I'm pretty new using Redshift as an render engine and I have a problem that I know how to solve. I've created a large column of red smoke, but when I render it always appears an annoying shiny noise. I've tried to increasing samples of all the lights to 8192, the gi sample have the same value and I've also override the volume samples to 16384. The uniform samples are: min samples 16 and max samples 128. What can I do to clean up the render? I've tried to increasing the uniform samples but doesn't seem to show any change and increase the render time a lot. I've attached and image to show you this shiny noise on the volume. Thank u in advance!
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Ok, so not a whole lot of Houdini Love over on the Redshift forums. Mostly Maya, 3dmax, C4D (in that order) https://www.redshift3d.com/forums/viewthread/10860/ Hence the reason for my posting here. Anyone care to share any Redshift tips, tricks and tutorials specific to Houdini users? Here is one great tip that Adrian from Redshift was kind enough to share for customizing RS Spot lights https://www.redshift3d.com/forums/viewthread/12283/#79060
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Heyo guys (and gals), I've run into a slight problem setting up my new workstation in that Redshift does not seem to be working properly. I am able to search for all the Redshift nodes in Houdini and even place down some of them (mainly the Redshift IPR node in ROPS) but for the wast majority I get this kind of error: The attempted operation failed. Invalid node type name Traceback (most recent call last):File "Redshift", line 1, in <module> File "/opt/hfs17.5.460/houdini/python2.7libs/roptoolutils.py", line 9, in createRenderNoderop = hou.node('/out').createNode(rop_type, exact_type_name=True) File "/opt/hfs17.5.460/houdini/python2.7libs/houpythonportion/ui.py", line 850, in decoratorreturn func(args, kwargs) File "/opt/hfs17.5.460/houdini/python2.7libs/hou.py", line 8586, in createNodereturn _hou.Node_createNode(args, kwargs) OperationFailed: The attempted operation failed.Invalid node type name So seems to me like Houdini has access to create the nodes but is missing the definition for the nodes (in laments terms). Anyone encountered something like this before and have some advice on how I can fix it? Any advice is greatly appreciated. Thanks for the read! Stay safe out there!
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Hey guys. Any idea how I could get render time displacement, based on values of points that I scattered on the surface? This is a simple scene of what I`m trying to achieve. Basically I have sourceprimnum and uv values on points and I just need to transfer those values to UV maps I think so I could use them in redshift to drive displacement. I tried using geomerty to bake displacement maps in COPs and it works, but original geometry is would have to be subdivided too many times and would get way too heavy for what I`m after. Any ideas how I can do that in render time? I`m gonna use Redshift, but that doesn`t really matter. Cheers Janis displacement2.hip
- 3 replies
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- uv
- drisplacement
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Hi all, I'm approaching something in H/Redshift which I've not really attempted before - So was interested to see if there were any thoughts surrounding it. Basically I'm trying to recreate the soft/feathered gradient seen in the attached ref image. The inner hard edge I'm planning to achieve with some transformed geo floating above the grid below, however the super subtle feathering is challenging me a little. At first I though of using a simple attribVOP on a grid > point Cd. However I'm nut sure how to achieve the outer feather using that technique... Similarly with an attrib transfer from geo > grid it seems not very feasible to get the extreme feather unless the mesh is crazy high res? I'm continuing to experiment & look through forum threads, but if anyone has some suggestions/tut links/examples etc. would be very much appreciated! (Worth noting system = H17.5.258 & RS 2.6.43) Thanks in advance!
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Hey guys, I try to export particles to maya with a redshift proxy but when I try to export it, the proxy appears empty. I tried using both the Output Proxy Sop and the Redshift Rop and both give the same result. Is there anyone who know why this would happen ? Cheers,
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Hey Guys, after adding a RS camera tag to my camera in Houdini. My ocio fails, it worked absolutely fine before I added it. Plugin Version is 3.0.13 Houdini Version 18.0.0287 Hope somebody can help me, cheers, Lucas
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RS 3.0.13 and RS 3.0.16 tested and both fail. Houdini 18.0.287 Error: Traceback (most recent call last): File "Redshift", line 1, in <module> File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\roptoolutils.py", line 10, in createRenderNode rop = hou.node('/out').createNode(rop_type, exact_type_name=True) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\houpythonportion\ui.py", line 851, in decorator return func(*args, **kwargs) File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/python2.7libs\hou.py", line 9251, in createNode return _hou.Node_createNode(*args, **kwargs) OperationFailed: The attempted operation failed. Invalid node type name I have absolutely no idea what is going on and I need to get a scene put together to test for work in the next 24 hours. Any clues?
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Hi, How to Render infinite ocean using Redshift In mantra Shader Directly read spectra node, but what about Redshift how to spectra in Redshift
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Hello Peoples, its my first Time typing in a forum, but i am looking forward to meet the right people here, because in my social area nobody wants to speak with me about Houdini. Haha. As the title says, i want to know how i transfer the pressure/stretch/bend attribute to the final Render Geo and make the Stiffness or the Stress visible in my Rendering. Has anyone a clue? And sorry if there is a topic already. Thanks very much
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Hi, In building a terrain, I used Entagma's tutorial on live rendering of Heightfields in Houdini using Redshift: The issue I'm running into is that my UV's are now super stretched on the terrain from using displacement on a grid. My terrain is huge, like 8,600 units across square. If I convert to polygons, it's pretty heavy. I'm trying to figure out the best workflow that will allow me to have the detail I need, but not be so polygon heavy. Would exporting out some lower resolution geo for rendering along with a baked displacement map be a good option? I need to be able to somehow edit the UVs as well so they are not stretched on my terrain texture. Any help would be appreciated. Jim
- 4 replies
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- uv
- heightfield
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I have boat wakes from Ocean flat tank .Fluid compress and the Surface cache. Exporting to texture at the oceanevaluate node give me the ocean wakes and the boat in black. What I want is only the the wakes from the boat as a displacement information so I can apply it on a grid that already have ocean deformation in Maya ( for Redshift ). Is anther another way to do it? Thank you! This is what I have now
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Hello. I`m trying to help a friend to setup a command line with redshift and houdini but I havent be able to do it. If I try using mantra, it works like a charm. But if I try with redshift, it dosnt. Looks like the command line is not loading redshift because I receive this errors: "Skipping unrecognized parameter "Redshift_SHOP_parmSwitcher"." " Bad parent found (parent is not a network): shop/rsMat_env_dirt/redshift_material1.init." and more like that. As extra information, if I run the command hconfig in the command line, I receive this: HFS := 'C:/PROGRA~1/SIDEEF~1/HOUDIN~1.425' HOME := 'C:/Users/machine' HOUDINI_DESKTOP_DIR := 'C:/Users/machine/Desktop' HOUDINI_OS := 'Windows' HOUDINI_TEMP_DIR := 'C:/Users/machine/AppData/Local/Temp/houdini_temp' HOUDINI_USER_PREF_DIR := 'C:/Users/machine/houdini17.5' HSITE := 'C:/PROGRA~1/SIDEEF~1/HOUDIN~1.425/site' USER := 'machine' # but if I run hconfig in the shell from houdini, I get this: HFS := 'C:/PROGRA~1/SIDEEF~1/HOUDIN~1.425' HOME := 'C:/Users/machine/Documents;' HOUDINI_DESKTOP_DIR := 'C:/Users/machine/Desktop' HOUDINI_OCL_DEVICENUMBER := 0 HOUDINI_OS := 'Windows' HOUDINI_PATH := 'C:/ProgramData/Redshift/Plugins/Houdini/17.5.425;C:/ProgramData/Redshift/Plugins/Houdini/17.5.425;&;C:/ProgramData/Redshift/Plugins/Houdini/17.5.425;&' HOUDINI_TEMP_DIR := 'C:/Users/machine/AppData/Local/Temp/houdini_temp' HOUDINI_USER_PREF_DIR := 'C:/Users/machine/Documents/houdini17.5' HSITE := 'C:/PROGRA~1/SIDEEF~1/HOUDIN~1.425/site' JOB := 'C:/Users/machine' USER := 'machine' # I suspect that hrender cant load redshift because is not loading the enviromen variables. We tried with royal render, and it works with mantra. But it fails with redshift. Rendering with redshift from houdini works perfectly. any help would be appreciate. Thanks
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Hello! I'm starting a twitch dot television channel and will be streaming Houdini training content. I've worked at several large VFX and advertising studios as well as taught Houdini classes at Academy of Art university. I'm hoping I can reach a larger audience through Twitch as well as the idea that people viewing the stream can participate by asking questions and providing feedback in real time. This is my channel: https://www.twitch.tv/johnkunz My first stream will be starting on Sunday (Jan 26th) @ 1pm PST. If you follow my channel (it's free ), you'll get an email notification whenever I start a stream. I'll be going over this project I recently finished https://www.behance.net/gallery/90705071/Geometric-Landscapes showing how I built things (VOPs, packed prims, Redshift render) and why I set things up the way I did. Some of the images I made are shown below. Please come by this Sunday with any questions or ideas you might have!
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Hey guys, I rendered this with Redshift and I'm having a weird flicker on the right : I don't know from where it's coming, since I don't have it when I render without the foam. I start to think that it comes from the whitewater coming at a high speed from underwater and popping to the surface, but I'm not sure I can't share the file for now, but if anyone has been through this and have a solution I'll be glad to hear it !
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Hi all! There's 1 week left to register for my Mastering Destruction 8-week class on CGMA! In supplemental videos and live sessions we'll be focusing on some of the awesome new features in Houdini 18, and exploring anything else you might be interested in, such as vehicle destruction. For those that haven't seen me post before, I'm an FX Lead at DNEG, and previously worked at ILM / Blue Sky / Tippett. Destruction is my specialty, with some highlights including Pacific Rim 2, Transformers, Jurassic World, and Marvel projects. I've also done presentations for SideFX at FMX/SIGGRAPH/etc, which are available on their Vimeo page. If you have any questions, feel free to ask or drop me a message! https://www.cgmasteracademy.com/courses/25-mastering-destruction-in-houdini https://vimeo.com/keithkamholz/cgma-destruction
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I can't rander sparsepyro emission volume correctly,even rename it to density.And I can do nothing for volume. But Old pyro volume rander is correct. Is redshift can't rander sparsepyro volume?
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Hi ! i'm trying to render particles in redshift. I need to use noise in shader, but the problem is that particles are moving on SOP level and noise also sliding along surface as well In the case of mesh object i just use rest attribute and all is ok. Noise is foxed....but in the case of particles RedShift does not take into account rest attribute on particle.... so it causes noise to move (((( and it seems that we do not have an option to set custom data for noise seed ... it uses only obj position or some vertex data, that particle does not have.... is there any way to get what i need ? to apply bump noise on moving particle and fix it on this particle .... here on picture i have only one particle and it's moving....and bump ((((
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Hi. I'm rendering a clouds scene. Redshift log tells me I have 19 unique volumes, How can I instance those? I only have one volume in a geometry node and I copy pasted it another 18 times with different rotations. How can I make those an instance for houdini(redshift) Thank you.