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Found 224 results

  1. Hello all, I am having troubles with the way colours look between the color editor, the render preview, and the output. There is something I should know that I don't know yet. I heard about linear workflow but if I could have your tips on this, that would be great. First in the colour picker when I choose a color for a material (I am using Redshift, but I saw the same issue in Mantra), the color in the little square doesn't match the color I am sampling from an image. How should I set up this color picker: Linear/Raw/sRGB ?? Then that color taken with the colour picker doesn't look similar in the renderview. How should I set Redshift renderview ( Linear/Raw/sRGB/OCIO) ?? And in the Redshift ROP, is there something I should be aware of, something to tick? Are you using the settings in the render preview of RS, as far as I can tell, you can only render a frame from here, not the sequence. I have been looking online but most tutorials I saw don't talk much about this. I read that having everything linear is best apparently, as it works better for post editing, but when I set my color picker to Linear, my RS preview to linear, when I output my EXR, it looks dull (it looks like the sRGB of the RS renderview) Voila, any tips about your personal workflow for this would be amazing and if you know about a tutorial about this, please share Thank you very much
  2. Hello. I tried to render the color ramp I made in Vop with RedShift, but it doesn't work.The red attribute vop in the attached hip is the one. I'm still a beginner in Houdini and don't know much about RedShift render, but I was wondering if you could help me. Apply ramp color.hiplc
  3. I would like to have light 1 from frame 1 to 10 and light 2 starts at frame 11 for example. Cheers
  4. Rendering cloth on both sides

    Hi guys. I have a quastion 1) how to render cloth on both side? Do i need to use something like polyextrude? 2) Im rendering cloth on extremely high angles of the normals and thats why cloth become white. How to fix this?
  5. Hello guys, I made a quick example to illustrate my issue. I figured out how to bring the colour values of the different vellum stresses out of the solver, so I can use them in rendering (in my example I am talking about the stretchdistance) I use the attribute transfer and then try to remap the colour range. Vellum uses this purple to red range and I am just trying to remap it with the point vop to a different range but it doesn't seem right. The gradient is different. The blend between colours seems a lot harsher after the PointVop. Attached some screenshots to illustrate my point. I put the hip file in case. Any clues? Thanks test_color_att.hip
  6. Karma Noob Issues

    Hello all, I’m returning to Houdini after stepping away for a bit, and figured I’d brush up a little by giving the Karma renderer a spin. While the general workflow appears to one-up the ancient Mantra, I keep running into the same dumb wall, despite going through basic tutorials by three different artists (per this LesterBanks page: https://lesterbanks.com/2019/11/all-about-karma-and-lops-in-houdini-18/) While everything else seems very straightforward (though still possibly buggy) the thing I can’t seem to get to is any kind of final rendered bitmap that is not just a field of black pixels. I’ve tried rendering through every file-type option (.exr, .tif, .pic, etc) and through every render buffer (tried MPlay, Render to Disk, Render to Disk in Background, etc.) but I am only getting black images, no matter which tutorial I’ve followed. Here’s a link to my project structure: https://www.dropbox.com/s/0edzqf0ivr24scx/KarmaKitchen.zip?dl=0 I took to monitoring CPU / GPU activity: While Karma IPR is running, CPU / GPU activity is ~90%+ / ~15%. For “straight to disk” rendering, CPU doesn’t go above 3%, though Houdini’s Scheduler / Render Manager verifies that the computer is actively rendering. I’m not sure if this will give any clues, but here’s a snapshot of the RM during render. https://www.dropbox.com/s/em4bnzcm4rtnd0i/RenderManager.JPG?dl=0 Otherwise, I’m running Houdini’s Indie license, though as far as I’ve been able to research, Karma is compatible with the Indie license. Am I wrong about this? Also, as a general question, is there a hugely significant speed advantage to Mantra? Seems like it might be wiser to hold-off on Karma until it’s out of beta stage. Any thoughts on that thought? Preemptive thanks to any responders! NpF
  7. I would like to take this value out so I can create a colour gradient out of it and use it in my texture thereafter. I know how to do it with the stress attribute as it appears in the constraints attributes, but I do not have a Bend angle attribute in my solver. Cheers!
  8. I would like to take this value out so I can create a colour gradient out of it and use it in my texture thereafter. I know how to do it with the stress attribute as it appears in the constraints attributes, but I do not have a Bend angle attribute in my solver. Cheers!
  9. Hey guys, I am trying to render a scene in Mantra but nothing shows up in the output. Could somebody help me out on the issue?
  10. Hello, I am just starting with Redshift within Houdini and I have gone through the basics. I have a sim that I exported as an alembic and I used the unpackSOP to recover my point attributes and prim groups, all on the same mesh. How would I go about applying a different colour or texture on those groups. How can I use the point attribute to drive a particular color? Thanks a lot
  11. Hello, This is more of a question of curiosity at the moment. Although compositing is usually done after rendering multiple passes, how would one go about if one wanted to composite more procedurally at render time, using shaders? Sort of bringing the compositing phase into the SOP/MAT context. I do not mean grabbing a pre-existing image from disc or creating something procedurally and then combining them in a shader with layering or the Composite VOP, I mean making the same calculations, but on the pixels that would be rendered if the object weren't there, something like transmission and ray-bending calculations on glass like surfaces. Basically I'm talking about getting "what would be rendered if the object weren't there" information into the shading context as a possible layer to be made calculations on, blended with, etc. Would there be a specific VOP, something I haven't encountered yet? This could provide some interesting possibilities, I think, for example the option of controlling blending modes at SOP context with attributes more intuitively without having to promote some attributes to shaders, render them as separate passes, and then try to do procedural operations on them in COPs or some compositing application. A more specific example would be a lot of grids, pointed towards the camera, moving around in world or object space, and having materials applied to them that dictate, based on geometry attributes, weather whatever is used as their surface color or texture, would be "overlayed" over everything in the 3D space behind it, added to it, multiplied, used in a difference or subtract calculation, or something else. I hope I communicated clearly enough. Anyone tackled this?
  12. Hi guys, I'm new to Vray in Houdini. I just had Vray installed. When I clicking the 'Show VFB' on the Shelf Tools, it's not showing. Does anyone know a solution to this?
  13. 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
  14. I've start test Houdini 18 and Arnold 6. the first test was simple splines rendering, 250.000 splines instanced 25 times. it loads a 140MB alembic file. rendered in 6 core Xeon CPU and Nvidia Quadro RTX 5000. (windows 10 pro) the startup for Arnold GPU is slow, it renders faster, so it seems but for clear up the final image it takes for forever or just dropped /crashed, hard to tell on the GPU. the CPU is quite fast but much slower then GPU if it ever would finish. (adaptive sampling was on) As soon as Arnold finishes rendering the scene, it stops and do not refresh any more on parameter changes. so far i am not impressed with the Arnold GPU rendering. here is the same scene Arnold CPU with only direct Lighting. (on my MacBook) some test with Arnold GPU. it performed much better with just direct lighting.
  15. Hey everyone, so I've set up a scene with a principled shader and it rendered fine when I exported it to ifds and rendered it on our farm. But then I needed an extra AoV for an attribute to mask out parts of the object that has the shader assigned. In order to get that to render, I opened the principled shader and did a simple bind->bind export setup for that variable which then rendered fine locally. But from then on, no matter what I tried when exporting the scene to ifds, the object with the open principled shader would always render as if it has no material assigned. I tried forcing VEX shader embedding, which made the ifds quite a bit bigger and made me hopeful, but to no avail, all I get is grey shading. For now, I render the mask as a constant material in a separate mantra node but there has to be a way to output an attribute in an AoV when using the premade shaders. Any help is very welcome!. Thanks in advance, Paul
  16. Hello guys, I am aware of this page but I just wanted to get an idea of some of your preferences in terms of preparing geometry for render. https://www.sidefx.com/docs/houdini/render/tips.html If I understand well, exporting as alembic is good for flexibility and to use geo as proxy in other contexts What I noticed with the Rop Alembic Output is that, even though i put an * in the attribute section, my alembic file displays only the P and name attribute. Where are the others gone? How can I recover them? Attribute Transfer? Do you polysoup before using the ROP? Have I missed something important I should be doing to get my sim ready for shading and rendering? All tips super welcomed!! Thank you
  17. hey guys, do you know if it is possible to use intrinsic information in a shader? something like intrinsic:indexorder in a render state just like with packed attributes. also, still in a render state, packed:primnum or packed:ptnum doesn't seem to be working. if i make an attribute in a wrangle on packed prims, let's say i@primid = i@primnum, and i call that in the shader with a render state it works as expected. any idea? thanks Martino
  18. Hi, im trying to render a simple pyro explosion with Vray. My steps are pretty simple for now: I added a pyro sim from the shelf tools to my scene gave the sim a material that has the Volume Grid shader https://imgur.com/a/rdjdjtY This is what i end up with. Inside the Volume Grid under Fields i enable Fire, and use the flame attribute, but nothing changes. I have full controll over the Smoke parameters in the Smoke tab, but nothing changes when adjusting parameters in the Fire Tab. Here are my Volume Grid Settings: https://imgur.com/a/kBtFDZm Im sure im just forgetting a step or something. I would appreciate any help. Thanks! pyro_vray_test.hiplc
  19. Hello everybody, I'm new here, and i hope i'll be clear to explain you my problem. I made a moving flag on houdini. But now, i try to apply some material to it. But what happen is my material is filling the hole between the moving rope/flag and my flagpole. The Flag is made of two parts: - The rope (on the left in houdini screenshot) - The flag (on the right in Houdini screenshot) The two are merge together, and after i applied some vellum constraints, vellum solver and file cache. It worked with houdini/mantra material, but not with octane. I guess i'm doing something wrong. I let you some screenshot, hope it will help you. Thank you! Take Care
  20. Hi guys, I have a magazine prototype I've put the front cover on using a redshift texture sampler. I can't find out how to make the material respond to light though - it stays the same brightness no matter what. This is probably a very silly, easy to answer question but I can't make it work...still inexperienced in all this. If anyone has the answers please let me know!
  21. Hello guys, This is after much research that I resigned myself to a call for help First, my mantra freezes my computer when I tweak some stuff and see the result in real-time in the render view. I was advised to pause the render every time I make a change because of my weak computer (AMD Radeon 580x, Ryzen 7 2700X 8 cores, 32GB RAM). This improved and it crashes less. Now that I finally managed to hit the render to MPLAY or render to disk, it freezes at some point. Last time it was in frame 3. I tried to render with .exr, .tiff and .jpg, it is the same problem. I tried to adjust the camera frustum, which I believe reduces the area processed during rendering. Really nothing works (to my current knowledge), and this is supposed to be my first render! How sad!!! It doesn't generate a crash report (I think) as it doesn't really crash but freezes, and I have to force shut down my computer, which I did dozens of time and I am wondering if this is healthy for my computer to keep doing... I will upgrade my computer but at the moment everything is sold out so I am waiting. Any tips? Thank you very much
  22. Hello guys, I have a sphere that I use as a background for my render in Mantra. I am using an environment light with an HDRI texture as a source of lighting. My problem is that my background blocks the light from reaching my geometry. I have tried using Light Mask and the Light Linker but without success. Any ideas? Thanks a lot
  23. Arnold Solaris

    hello guys, does someone succeeded in using correctly the displacement inside Arnold Solaris ? first issue is the subdivision scheme, it doesn't seems to work at all in solaris, I tried to check the "treat as subdivision surface" on the sop import, tried to connect a edit property to the said sop import (adding catmull clark option parameter -from usd tab). second issue is the displacement control itself, usually the parameters for driving it are on the geo node itself, I tried to import the arnold parameters to the sop import but as expected didn't do anything (SOP and LOP being two system I guess that's normal). I have been searching every tut I could and couldn't find any use of displacement, is there someone to bright up my lantern ? many thanks !!
  24. Hello, I feel ashamed to ask this as it sounds so trivial but somehow I don't find any answer online, or I do not formulate well what I am looking for. I have cached my simulation but I do not figure out how to sequence together parts of it from different camera angle and then render it out all together. For example, I would like camera1 to record my sim from frame 1 to 50 and then camera2 record from frame 100 to 150 and sequence them together to create one animation sequence that I can send to Mantra. What is the proper workflow. I am really lost. I tried with a camera switch but this doesn't seem right. Thanks a lot guys
  25. Hi all, I'm not a lighting or shading person. I'm barely a Houdini person, if the truth was told, but I struggle on... I am having a terrible time trying to figure out how to assign random textures to packed geometry in Solaris/Lops/USD/Karma (referred to as SULK from now on, OK?) I have a Crowd scene with some flag waving agents. I want the flags to have a material on them where I can choose a random texture from a set of three textures. With me so far? Excellent. How? I've tried 'editMaterial' node I've tried 'materialVariation' node I've even looked at 'variations' but that's s total mess in there - I'm not going anywhere near that! The flag geometry is packed and has an attribute called 'flagTex' which has a random int value from 1 - 3. When I import the geometry into SULK, that attribute becomes primvar@flagTex So far so mediocre. Now the problem: How do I use that attribute to choose a texture file on the shader? I can do this in Mantra, so I would expect it can be done in SULK, but how? I expected SULK to relieve some of the pain of StyleSheets but in truth it is a lot worse. Please, someone, help me out here before I throw in the towel and ditch SULK. Many thanks. Dan
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