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  1. Hi In the attached short clip notice on just the left side of the statue the rim lighting is creating a ‘dancing pixels’ or animated noise effect. These are all the relevant settings. What should I try changing to eliminate these dancing pixels in the rim lighting? Unified Sampling Min 8 Max 256 AET 0.005 Sample Filtering Type Gauss Size 2 Max Subsample Intensity 4 Max Secondary Ray Intensity 4 Global Illumination Primary Brute force Secondary IPC Num Bounces 3 Brute Force Rays 512 Irradiance Point Cloud Frames to Blend 0 Screen Radius 8 Samples per Pixel 32 Filter Size 2 Retrace Threshold 3 Camera Photographic Exposure enabled Tone Mapping Allowed Overexposure 0 DOF enabled (Use Houdini camera focus/fstop) Light(for rim lighting) Samples 16 Normalize Intensity enabled Intensity multiplier 70 Unit Type Image Luminous Efficacy 0 Shadow Enabled Transparency 0 White Marble (material) Reflection Weight 1 Roughness 0 Samples 16 BRDF GGX Anisotropy 0 Rotation0 Fresnel Type Metalness Reflectivity .04 .04 .04 Metalness 0 dancing_pixels.mp4
  2. Not so much a specific question but rather I am looking for a working example of a custom Redshift material using Subsurface Scattering I've tried implementing SSS in a custom RS material but so far no luck. Any chance someone knows of one?
  3. Playing with sound driven animation. Rendered in Redshift.
  4. Hi Discovered if I use a RS Sprite Stencil operation in a custom shader to define the outline of a material I can reduce my poly count in half or more. But will collision recognize this sprite alpha outline as though it was a mesh boundary?
  5. Hello all. This is the latest project I have been working on for my demo reel. Houdini / Redshift. I used growth to effect redshift displacement, some flaking using simple voronoi and spring sop that was activated by the same growth as the displacement. I plan on growing the infection across the beam sections and having them break apart. I was told it needs to be more saturated too. what do you think? All feedback is welcomed.
  6. I am coming up to my final term at Gnomon school of vfx and have the option to do an internship/externship as part of my credits. I feel working in production is where my studies fall short but other that I am rearing to go and become part of a team. I have been working mostly in houdini and rendering in Mantra, Redshift or Vray. Focusing on fx with a side interest in lighting and compositing(nuke). Please take a look at my reel, all of my contact details on in my reel, any feedback is welcome. Thank you.
  7. ok so the whole point of GPU rendering is to speed up your render pipeline. On a current project however if I cannot improve my 5 -10 minutes per frame render times I have no choice but to revert to Mantra (houdini) I'm running a Titan X Pascal card on a Ubuntu linux system with 64gb ram My scene is not too complex and fairly simple to describe. Animated smoke inside a glass sphere surrounded by some animating geometry(think gyroscope) Using 3 point lights inside the smoke, 3 area lights outside the glass sphere and 1 environment light. Outputting to 1080p half float .exr files. Here are my relevant render settings. Which of these should I focus on to reduce my render times(ie would have the least impact on quality and most impact on reducing render time)? Unified Sampling Min Samples 16 Max Samples 128 Adaptive Error Threshold 0.01 Filter Type Gaussian Filter Size 2 Max Subsample Intensity 2 Max Secondary Ray Intensity 2 Global Illumination settings Primary GI Engine Brute Force Secondary GI Engine Irradiance point cloud Num GI Bounces 2 Conserve Reflections Energy checked Brute Force GI Rays 1024 Irradiance Point Cloud settings Frames to Blend 0 Show Calculation checked Screen radius 16 Samples per Pixel 32 Filter Size 2 Retrace Threshold 3 Volumetric Scattering enabled Scattering 0.01 Attenuation 0 Phase 0 Fog Emission Apply Camera Exposure Compensation checked Fog Height .35 For Horizontal Blur 0.08 Environmental Scale 0.537 Camera Scale 0.087 Reflection Scale 0.027 GU Scale 0.595 Environment Alpha Replace checked Sampling Overrides Reflection Samples 512 Refraction Samples 512 Volume Samples 512 (all Samples Scale 1)
  8. I have a fairly straight forward Voronoi fracture exploding effect in Houdini. Right now I have my RS material applied to a material node after loading my cached fracture .bgeo file but before it enters my autodop network Nothing renders. Can any Houdini Redshift experts possibly have a look at my .hip and tell me what I am doing wrong? voronoi_redshift2.hiplc
  9. Hi I want to use a standard chop expression ie “chop(obj/chop_network/OUT/myValue)” inside a RS vopnet to animate a shader value. Is this possible? What RS node should I be using?
  10. Hello Everyone, This training is an update to the Tea and Cookies training. The training covers fairly similar topics such as modeling, shading, lighting and rendering. The primary difference is that instead of Mantra the training focuses on using the third party render engines namely, Redshift, Octane and Arnold. The modeling part of the training covers a variety of techniques ranging from basic poly modeling, VDB, fluid simulations and even POP grains to build the scene. This shading and lighting part primarily focuses is on building all the various shaders required for the scene using a variety of procedural textures and bitmaps. The training will also cover SSS, displacement and building fluid shaders using absorption. We will also build relatively detailed metal and plastic shaders. Trailer for further details kindly click on the link given below http://www.rohandalvi.net/dessert/
  11. Still a Houdini novice, but curious what all the fuss is with 3rd party renderers. Especially hearing a lot about Redshift. Can any experienced Houdniks summarize the key advantages of Redshift over Mantra? RS apparently used to create this impressive still http://jm-b.cgsociety.org/art/sculpture-maya-woman-houdini-nude-redshift-flower-figure-pose-dry-ballisticpublishing-cfe-expose12-figures-adult-3d-1345912
  12. Could someone explain how to render a pyro smoke effect with redshift. I can render a basic volume by not a pyro. I would appreciate it some could provide a simple hip file with a basic sphere converted to any pyro with the applicable shader. I'm trying to get my head around how to connect a volume shader with a pyro.. Many many thanks
  13. Hello Everyone, This is a series of videos on how to use the Redshift renderer in Houdini regards Rohan Dalvi
  14. Hi Have a simple scene with some splash geometry and a cylinder in the center lit by 2 area lights. I've increased my Max Trace depth for both Reflection and Refraction in my RS ROP to 7 each but still it seems my water splash lacks transparency. Can any Redshift users have a look at the attached .hip and suggest what I am doing wrong? redshift_test.zip
  15. Hello guys i was testing redshift for houdini and couldnt render volume... Does anybody having a problem about that or its just me? I tried to convert the volume to vdb , vdb volume , polygon soup and didnt work. then tried to add ObjParm to geometry and enabled volume parameter and didnt work again. What else i need to do?
  16. Hello, I recently downloaded the Redshift demo for use with Houdini, and I've been having trouble following the documentation on how to activate it for proper usage. It reads: Run the exe file. After installation, Redshift and the Houdini plugin will be installed in the C:\ProgramData\Redshift default folder. The Houdini plugin will be in the subfolder Plugins\Houdini. Log files, your license file (if using a node-locked license) and the Redshift preferences file are also stored in C:\ProgramData\Redshift. To use Redshift with Houdini, you'll need to edit your houdini.env file to include the following lines (Note the direction of the slashes!): HOUDINI_DSO_ERROR = 2 PATH = "C:/ProgramData/Redshift/bin;$PATH" HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/15.5.480;&" However I am unable to find the Houdini.env file in question anywhere on my computer. I've looked under Users>(Me)>Documents>Houdini15.5 ----- However I am still unable to find the .env file under this specified directory. I also have hidden files and folders checked ON with my machine. The documentation for this plug-in doesn't seem to specify where this file is exactly. Can anyone please help? This is quite frustrating, I have no idea what a .env file even is to be quite honest. Thank you!
  17. So my understanding is you can use command line tools to render out a frame or frame range like so hrender -e -f 4 39 -v -d your_ROP path_to_file/with_no_spaces_in_name.hip and also a batch file after creating your batch file first. What changes would you need to make if you are using a GPU renderer like Redshift or Octane?
  18. Hi My understanding is that Indie v 15.5.528 supports Octane but NOT Redshift. Is this correct? If so, anyone have an ETA for Redshift support?
  19. As much as I am sold on the improved performance of Octane and Redshift (assuming you have a decent gpu) I am highly doubtful they can match the 'high realism' of renders like this one by Maxwell http://www.tonifresnedo.com/maxwell-render/rendl-rossy-lamp/#/gallery_2663/2 Any experienced Redshift or Octane users care to chime in?
  20. All I could find so far is Rohan Dalvi's intro here Any Redshift users care to share other good sources for mastering Redshift?
  21. Hi, I've noticed the Redshift3D plugin for Houdini is out. Could someone post some video 's explaining the plugins functionality and of course with some work with rendertimes hardware specs etc posted? I'm interested in buying a license, but I want to see more work, an overview of the plugin, rendertimes and hardware specs.
  22. Hello, I'm new to houdini (maya user). I have some animated trails that I've turned into a mesh light. I'd like to get the trails to do two things: - emit a ramp from red to yellow - fade off at the end of the trail. I'm using the latest redshift_v2.0.52 - that has the new ramp node. And Houdini 15.5.523. I can get a ramp to work with the incandescent shader. But it would be great to use the mesh light. Thanks! Light_Trail_Mesh_v12_clean.hiplc
  23. Hello everyone! My name is Panagiotis ("Panos") Zompolas and I'm the CTO of Redshift. For those of you that have never heard of it, Redshift is a GPU-accelerated, physically-correct, production-quality renderer. It offers biased rendering capabilities (such as point-based GI) as well as brute-force-style techniques. It supports out-of-core geometry and textures which allow efficient rendering of scenes the can exceed the GPU memory limits. Also supported are layered/deep EXR, volumetric lighting, hair, deformation/transformation blur, a comprehensive list of AOVs, multiple light types, visibility flags, UDIM/UVTILE support, height/vector displacement, tessellation with crease control, light/shadow object links and many more. For more info, please visit www.redshift3d.com. Redshift is commercially available for Softimage and Maya (3dsMax plugin currently in alpha) and currently in use by many small-to-medium studios as well as a few larger ones. Chances are you’ve already seen at least one Redshift-rendered production in the last few months! Since our v1.0 release a bit more than a year ago, we've been constantly receiving requests to support other 3D apps such as Houdini. Well, we’re happy to say that the time has finally come to expand the Redshift family! So we’d like to use this opportunity to invite any good Houdini plugin developers that might be interested in helping out with this endeavor! There are multiple different ways this could work out in terms of responsibilities, workload and rewards - we'd prefer to discuss these privately. FYI, our in-house developed plugins are written using our own Redshift API. Redshift's comprehensive and rapidly evolving feature set means a great level of integration should be possible, as evident in the currently released plugins. Finally, if you're not a plugin developer but you'd like to see Redshift support for your favorite 3d app and happen to know someone that might be interested, please kindly let them know of this opportunity! Any interested parties should email us at: developers@redshift3d.com Kind regards, -Panos
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