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Found 224 results

  1. vol100 Houdini Intro Chapter 01 My VizyAcky (now defunct) vol100 Houdini Intro class videos are now on YouTube. There are fifteen chapters (fifteen YouTube Playlists) plus an introduction "basics" chapter and a "Rolling Box" demo. About 30 hours of instruction. While an introduction it hit's the ground running. Well suited for someone switching from Houdini from another 3D package and wants to understand the meat of how things work quickly. These lectures took a lot of time (and money) for me to create, and while I've closed down VizyAcky.com, I wanted to give these files a second life. Downloads PDF Notes and Houdini Files can be downloaded at: https://garman-herigstad.squarespace.com/shop-vizy-acky/ vol100 Houdini Intro Basics vol100 Houdini Intro Chapter 01 vol100 Houdini Intro Chapter 02 vol100 Houdini Intro Chapter 03 vol100 Houdini Intro Chapter 04 vol100 Houdini Intro Chapter 05 vol100 Houdini Intro Chapter 06 vol100 Houdini Intro Chapter 07 vol100 Houdini Intro Chapter 08 vol100 Houdini Intro Chapter 09 vol100 Houdini Intro Chapter 10 vol100 Houdini Intro Chapter 11 vol100 Houdini Intro Chapter 12 vol100 Houdini Intro Chapter 13 vol100 Houdini Intro Chapter 14 vol100 Houdini Intro Chapter 15 Houdini Rolling Box Tutorial -Enjoy Garman
  2. Rolling Box Tutorial

    Houdini Rolling Box Tutorial Here's a tutorial set for creating a rolling box without simulation. This was based on a question from one of my students, which turned into a bit of a complex answer. So I recorded the process. It's a good overview of how to create somewhat complex animation setups and avoid motion blur problems. The value isn't so much in getting a box to roll as to understand some animation methods in Houdini. Also covers lighting and rendering. Enjoy -Garman
  3. Hi, I want to know if it's possible to have an object attribute outputted as file or in a ROP Net node. I have a 1024x1024 grid right now. Each point on the grid represent a pixel. This grid has many attribute and I would love to render a map of all these attribute. I know and tested to copy each attribute to the Cd attrib and render it. It works but I wonder if there is a simpler way. A node for instance that would not need a camera or would not need to copy the attribute to render to the Cd attrib. Ideally I would like to have a render node that renders the top view of an object given attribute. Thx! C
  4. In my rendered image, there are some strange spheres appearing at points where there are no such spheres in the original underlying geometry. It seems like Mantra is misinterpreting some small geometry and turns it into those spheres. It also feels like the lighting information on those spheres isn't fully correct as they appear fully white in some areas. Does anybody have an idea where these might be coming from and what I can do in order to avoid them?
  5. Rendering particles

    Hey guys, I'm trying to create a plasma blast, similar to the halo grenade, or the harry potter spell battle: I considered just rendering the pyro straight out with custom colours, but I wasnt getting a good look from it. I've used POPs, and advected the particles by an explosion sim, and am now trying to render. I'm a bit of a noob when it comes to shaders, so currently, i'm just using a basic constant with alpha set to 1-$AGE attribute. This is my current look: It looks very particulate-y, was hoping for more of a together look... Does anyone have any helpful ideas/tips that could work? For either POPs or pyro shaders. Thank you in advance
  6. Hi, has actually anybody tried this technique in production or equivalent experience with it? http://dev.ipol.im/~mdelbra/rhf/ This is just the latest one I found. Cheers, nap
  7. Hi, I just created a simple Lighting and rendering tutorial for Houdini. It's primarily for people who are moving over to houdini from another 3d software and want to get a general understanding of the lighting and rendering workflow. It covers basic topics such as Area lights , Environment lights, HDR , Mantra PBR settings and modifying HDRs using COPs. I also have a few other tutorials on my vimeo page that you can also go through if you are interested. Tutorial regards Rohan Dalvi
  8. Keep Alpha of Opaque Objects

    Hello guys! I have come up with a problem where I want to render out some geometry that is totally opaque but want to keep it's alpha information on the alpha channel. I tried pluggin a constant value of 1 on the Surface Alpha value of the output node but the opacity overrides that and throws no alpha info. So in short, what I need is to make the geo invisible on the beauty but keep its info on the alpha channel. Thanks a lot!!!
  9. Transparency trouble

    Hey guys, im have an other rendering problem when it comes to my pyro sim. So i am testing the render settings and ive noticed that for some reason it is black when i feel like it should look transparent. Ive included some pictures to explain a little of what i mean. In the 2nd picture it has the look i was expecting it to have if it were truly transparent but in the first picture you can see that it isnt. At first i thought maybe it was the lighting but then i added an environment light and it still is doing it. So please any help would be appreciated!
  10. I am doing with RnD with displacement on the pyro shader. The displacement for the most part is working as expected but I am getting some issue on the edges that I can't quite figure out. Please see attached image. I tried going lower on the displacement scale but the problem still exists. Any ideas? Thanks.
  11. hey guys, i'm new to pyro but starting to get some results. The image below I used Smokeless fire and I have two questions: 1. why is there so much smoke (since i used Smokeless off the shelf)? How can i remove it (I understand it's necessary for the sim, but how can I avoid RENDERING it?....or ideally even computing it if possible) ? 2. why is it so.....pixelated / noise looking in the render? It's not smooth and silky it's all points. I've messed w/ some of the Mantra settings but no luck.. Any help on either topic greatly appreciated, thanks!
  12. Hi all, Having some more issues with the new raytraced sss model. This is going to be one of those annoying posts where I can't upload a file so let me try and describe the issue.... So the file is setup as follows - smelly maya animator -> alembic export\import of character -> timeblend to create subframes -> surface model shader with SSS model set to "raytrace" -> pbr mantra with geo time samples > 1 and allow motion blur checked on and frame centred moblur. Now the issue we're getting is when rendering with motion blur (plain mantra deformation or trail calculated "v" based geo blur) large swathes of the sss pass are coming out very very dark, almost like there's a shadow moving across the character. Without moblur all is well and terribly sexy. Now interestingly increasing the raytracing bias mitigates the issue to some degree... which might be a workaround except that it creates a whole bunch of other non related issues in the process (with other objects etc...). Using a mix of local brdf and global point cache also seems to be stable across frames, but the end result is different enough to not be acceptable at this stage in the process. I know it's hard to comment without seeing a file but can anyone think of settings or areas to investigate? I've done quite a bit of troubleshooting already but i'll leave it open for any and all suggestions... Thanks again, Dave.
  13. So i thought i might post something i have been working on lately. It was from an old file i never finished, and thought i might turn it into something. Textures are hand painted (in 3dcoat) and its just the starting pass (no details yet). I'm pushing my system and Houdini to see how it handles (8 x 4K Textures). The model is a straight import from Zbrush at the moment which is around a 750 polys (which has little no details). The final mesh is around 21 million polys, which might seem excessive but you will see the details that are in the model soon enough. Still a lot of painting left to do but i need to see how they are reading in the render. SSS maps are generated from the base maps and point cloud about 200,000 points for accurate coverage though i might try higher. Render times are fairly good. About a 90-110 seconds at the moment. But there is no spec, reflection, disp, or density maps. In terms of tools, just standad H13, made a custom textureVOP and colorVOP so i can plug in multiple maps faster (turn them on or off etc), working on a procedural eye generator (still early days but the geometry is almost finished). I have done some facial rigging tests and for what i want, i will need to make a custom blendshapeVOP but i have a new (artistic driven) blendshape method that is pretty good at simulating skin sliding which is nice. Lots more on the way, this is a wip Here is the starting point. (Beauty render + SSS contribution) Looks like the sss needs to be stronger?
  14. Hey everyone, I have a weird problem with my fire render. I have some artifacts (the area around the rock inside the fire) and I have no idea what is causing them. Please see attached image. I am using a distant light with PBR and raytrace shadows with Blackman volume filter and filter width set to 1.25. I tried Micropolygon as well and it was the same. Any ideas?
  15. Cache Rendering Issue

    Running Win 7 Professional x64. Houdini latest version 12.5.533. I've been rendering this simulation for some time now. Anyway, what I noticed is that Windows has allocated around 14GB (stays around there) to the Cached Memory. Now from what I've been told, this is standby memory and should be allocated to a program if it needs it. In my render settings, I set the max cache ratio to 0.9 so shouldn't it all be allocated to the houdini render? My CPU is maxing out the whole time but the RAM keeps floating around 14GB. My actual simulation (rop_geo) was around 6GB so even if I take that into account I should still have 8 GB left. I even closed almost everything down and still didn't see much change? I tried stopping my render, going to the Houdini Cache Manager and clearing it up but still had at least 13GB or so of cached physical mem. I'm not sure if it's Maya but even it's cache wouldn't even come close to 2GB when it's not open right? I cleared the After Effects cache files as well. Other than that, I only really run Nuke and I know it doesn't take up that much. http://i296.photobucket.com/albums/mm182/A_A_M_I_R/houdini_cache.jpg Any ideas?
  16. Hi! I'm trying to speed up a fur rendering. For the most parts of the object 5x5 pixel samples will work fine, but at the edges of the object, where the fur becomes thinner, 9x9 samples are needed. My idea is to use an greyscale image as multiplier for the pixel sampling. The map could be created rendering ultra low res alpha channels - contract and smooth and invert the image, so that there is black where the inner object part is and grey to white where the outline or rim of the object is. Black = 5x5 samples - grey 6x6 - 8x8 samples - white 9x9 samples. That's the plan. I'm pretty new to houdini and do not know how to get values from an image nor if or how houdini can handle the grey values for every render tile due it needs to calculate the sum of digits for every tile to get only one value as sampling multiplier per tile. Even after googeling for hours i did not found an howto use image maps as values/multipliers. 5x5 samples ~6 minutes rendertime per frame 9x9 samples ~21 minutes rendertime per frame Thats why i would like to get this kinda adaptive sampling. Or is there another solution for my problem? Thanks.
  17. pyro shading techniques

    I'm looking into achieving more realistic looking fire and smoke renderings from pyro. I'm primarily looking into rendering explosions and other pyro effects that combine an emissive source like fire with dense smoke. I've been looking at a couple demos people have done online such as this one: https://vimeo.com/62118350 The shading in this video is what I'm after. I've been playing with the pyro materials packaged with houdini as a reference (the fireball material). Do you guys render your fire and smoke in one go? or separate those elements and assemble in comp? I'm trying to get good looking explosions that scatter illumination from the fire onto the smoke. And getting fire in explosions to feel better integrated. Any tips or tricks for shading would be greatly appreciated.
  18. DOF not working???

    Hi all, I was just playing around, but bumped into a weird issue and I was wondering if I'm the only one? Is Depth of field working in 12.5.431? I know it isn't the latest build, but I was just wondering. I downloaded some other file from people that had DOF in them and it seems to be working on these. but I tried to create one from scratch without success. Can anyone tell me if I'm just a noob or there is actually something fishy here? I included a very basic scene that I was using for debugging. Please for my sanity sake let me know. thanks bil ze crazy one! PS: I also checked Peter quint tutorial to make sure I didn't forgot anything. DOF_test.hipnc
  19. Rendering Particles as Sparks

    I am just beginning to get into rendering in Houdini. I am comfortable doing simulations and working with POP networks (and have programmed various particle systems in the past in C++). The effect I am working on is an exploding electrical panel (similar to the video below). I can play with the motion of the particles all day long, but when it comes to actually rendering them, I don't know where to start. I need some glow and some short trails (but the particles will fade out). These will then be composited into a rendered scene from Maya. If you could just give me a few topics to look into (tutorials, or example files would also be helpful), I would be much appreciative! Thanks! (starts exploding around 3:40) http://www.youtube.com/watch?v=Q-29URy7UOE&feature=youtu.be&t=3m39s
  20. Interesting hardware from HP

    I saw this in the news and thought it could make for an interesting render farm. It would be nice if they had access to more memory though (8GB max), hopefully future iterations will allow for more memory. Each 4U unit hosts 45 tiny machines with dual core Atom processors at 1.6 GHz or 2.0GHz with some other basic components like a NIC and SSD. http://h17007.www1.hp.com/us/en/enterprise/servers/products/moonshot/index.aspx#tab=TAB1 Supposedly the second or third generation of the product (they call it Moonshot) will use ARM processors instead of the x86-64 based Atom processors. Houdini is in a unique position to take advantage of hardware like this because the Mantra licenses for each render node are included with the Houdini licenses, for example with Renderman it would take $90,000 of licenses to run a single 4U unit of these machines. I wonder if SESI has experimented with ARM builds of Houdini or Mantra.
  21. Hello, I am trying to render a series of nodes with multiple frames to .geo files. Below is my current setup. if I render the geometry nodes one by one they work, however I am unable to render everything as one sequence. The order is important, It needs to render out Level -1 completely before moving on to the Level 0 and so on. Note that each Level has a different amount of frames to render. I have tried a couple of things, like Batch nodes and other things, but this my first time to work in this context and I can't seem to find a tutorial on this topic very easily. If I render the "OUT_GEO" node it gives me the complete output of Level -1, but it stops afterwards. If I put a Batch node after each switch it gives me the complete output of Level-1 and the first frame of the other levels that are enabled.
  22. Hey all, I've just been messing around with pyro in Houdini12.1 and can't seem to get the smoke_color out in anything but PBR. Is there a reason for this? In PBR my smoke_mask and fire_mask passes are horrible as well, which they're not in RayTrace or MicroPolygon.. Thanks Christian
  23. Hi, I'm Nick Nimble, specialized in the simulation and rendering of: - Gases, such as: smoke, fire, fog and dust. - Liquids, such as water and viscous fluids like blood, toothpaste or caramel - Rigid objects, such as a collapsing building, blocks or a stack of products that fall. - Procedural effects, such as: a split-flap display, a digital sea with a large number of boats. Earlier this year I worked at Double Negative in London on Man of Steel as a Houdini FX TD. I'm from The Netherlands, I can work remotely or on site and I'm eglible to work in the european union. My reel and other information: http://www.nicknimble.com http://www.linkedin.com/in/nvanzutphen
  24. I wonder what specialists say about this: http://www.adapteva.com/products/silicon-devices/e64g401/ Is it any future for CGI rendering?
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