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  1. Helo houdini nation. Just a simple question. I am rendering animation in mantra, and I just want to know if u guys don't know if there is a possibility to set a render time limit per frame. Like Corona renderer has for example, so I can guess the approximate time rendering of whole animation (all frames)? Thank you very much for any suggestions. corona example: time-limit per fame:
  2. Hey all, I'm trying to render out a crowd in mantra, and while my hair and hat styles are working, I'd like to add some variation to the crowd agent itself. I've already baked out maps for each agent via COPs ( 8 each) and the idea is to create a style for each agent, in this case M_01_*. I'm Trying to randomize the highlighted number in the img attached and fit it 00-07 based on @primnum or @ptnum if possible? Or can you directly use an attribute value in Material style sheets? I could just create an integer value per agent via vex then somehow use it in the style sheet? Thanks in advance!
  3. Hey everyone with the newest Houdini I seem having an issue with the environment light, rendering with mantra. When I insert an HDR or EXR it will be shown in the viewport correctly, but when I hit the render button I get the message prompted seen in the image attached. Help would highly be appreciated!
  4. Hey there, after years I finally decide to study Houdini more seriously. I'm starting again with the Particles course from Applied Houdini, I just finish my first run with the 2nd vol. and I'm really interested in GPU rendering because of rendering time. It's not that I don't like Mantra (actually sounds super interesting to have a native renderer so robust), but for example the last scene I worked, with like 50M particles, took me more than 10 hours to render like 4 seconds at 1280x720. So I would like to take some advices from you: since I'm just a beginner, is it interesting to already try to work with a GPU renderer, like Redshift, so my rendering time will be faster and I'll be able to explore and study more things quickly as well? Or should be better to keep with Mantra and get more knowledge about it? Thank you!
  5. Hey everyone, basically what I have is this: and what I want is this: Obviously, it looks like I could just move the pig head up in space haha. But I have a more specific case that requires the pig head to be visible through the plane giving the ILLUSION that it's on top of it. Put simply, I want the pig head to always be drawn/rendered on top of the plane, regardless of depth/occlusion. It's really easy to achieve this with compositing, but I'm hoping to pull this off at render time using materials in Mantra. I'm open to some complicated node setups (maybe turning the plane transparent wherever the pig head is behind it???) But hopefully it's just an easy setting that I've missed. Thanks so much in advance!
  6. Hi, I am trying to render a volume which has been rasterized from a bunch of points and that volume is in constant motion. The camera pans fast from left to right tracking the moving volume. I have a test camera that's static and if I take a test render through that static camera, the motion blur looks proper. But when I render though my shot's animated camera, the motion blur is messed up. The volume looks like a blurry blob of mess with no definite shape to it. I tried asking people that I know personally. Everyone suggested to reduce shutter time in camera or completely make it 0. But that's completely removing motion blur. Is there a way to make mantra pick only the velocity blur and not camera blur?
  7. Hi there! I would like to do a render passes where every object has a constant colour and right now I am doing it via takes ( which is very time consuming to set up). I have also tried the op_id and primid in mantra but that doesn't give me a different colour for each object in the scene. How would I go about doing this more efficiently? Any and all help would be greatly appreciated Cheers! Ronald
  8. Hello wizards! I am doing some glass renderings, and for a very specific case I am facing a problem that could be potentially solved by limiting how far a refraction ray should travel. Like, if the next level of ray depth already travelled a certain distance kill it and return the color of the environment for example. This is because there are some cases where my object could refract itself which is something desirable but only at a certain distance. I found on the documentation that there is a maxdist for the RayOption on the trace() and refractlight() function, but I have no idea how would I go into using it or building the shader. The render configuration right now is using a custom lens that at the beginning of the project meant for it to let us see the other side of this water cylinder, I can hide a portion of it by limiting the far clipping, but then of course parts that are inside the refraction will still be visible, that's why I'd like to be able to kill the refraction rays if the have travelled a certain distance since self refractions are still desirable for the surface's top part. So far what I would be trying is a combination of manual masking and using the RayLevel image plane that gives me a little of what I need but still not the perfect solution. Certainly a bit of help regarding manipulating the rays within Mantra would be of huge help.
  9. Hi, I can't find a way to get what I can get with a colored specular map in Substance Designer. I'm basically trying to get a fake iridescent effect by coloring my specular map, but in the principled shader, the specular is a float type, so no way to put some colors in there.. In the past I was on Maya with Renderman and there was a specular and an edge color parameter, in wich I was able to put some color, but no parameter is a color in the principled color. I'll put some screenshot of the desired look I want. It's done in Substance designer, with a black diffuse, a normal, a white specular and the colored map in the specular edge color. It'll be used in a movie project for my school so I really hope to get some help , please help !
  10. Hey everyone, Whenever I go to the render viewport in Houdini 17.0.352 I get the following message "Error : failed to save output to file "traceback (most recent call last):" I joined here both the error message I get when I start Houdini and the Message I get when trying to render using mantra. BUG report.pdf Trying to render a frame manually (save to jpeg) also leads to an error. I tried reinstalling Houdini or even deleting preferences but none of this worked. I believe this is a bug linked to Python, but can't figure out what exactly. -- Could you guys please help me with this situation ?
  11. Hi all! When I create or download assets for outside set dressing (rocks and stuff) I often wished that Houdini had a decent tri-planar mapping shader. I'm used to it from game engines and it is so convenient not having to create UVs for this type of geo! I like to use volumetric modeling in Houdini for such assets and it can be quite a PITA to create UVs for geometry like that (good UVs that is, that also work in closeups with no seams and no stretching!). With tri-planar mapping you don't need no UVs – just slap the textures on and you're good. Of course it has its limits, but still. So as the built-in tri-planar node in Houdini is quite a pain to use and most of all does not work for normal maps, I decided to create my own. With this Mantra shader I can tri-planar map all needed textures (diffuse, normals, roughness, displacement) at once. And I added a decal mapper as a bonus, to be able to add some details here and there. If anyone's interested, it's free: Description, Download & Video page: https://deepwell.at/pages/triplanar/ [deepwell.at] Direct link to video: https://vimeo.com/637772787 [vimeo.com]
  12. Hey I am having a problem while rendering my Ocean Surface. Mantra is not displaying anything in the render view. I can see "mantra: Could not obtain vex from op:_auto_/mat/oceansurface " Any Idea what can be the reason of it, It is keep failing the render!!
  13. K86

    Water Splash

    Hi Everyone, I am trying to create a water splash with separate water trails as shown in the below image. I have created separate sim for splash and main water sim. Using object velocity to emit splashes but unable to get proper shapes of water splash as per reference. Any ideas or suggestions will be of great help.
  14. This is a preview of the Houdini 18.5 knit tutorial series Artstation https://www.artstation.com/nemikoait Instagram https://www.instagram.com/nemikocg
  15. Hi all! I'm trying to create a layer material and it works fine so far - using it in a mix works as expected. But when I try to use attributes, e.g. the rest position, the binding fails as soon as I use the material as a layer. When I use it directly (assigned it directly to a geo) the binding works fine. And when I use it as a layer (and assign the layer mix to the geo) every other aspect also works fine - just the rest position suddenly is not known anymore (although the geo has not changed and still has the rest pos of course). Attached is a sample scene. The custom shader ("myshader") has a parameter "use_rest". With that you can switch it from using the usual P to using the rest position instead. You can assign the "myshader" material directly to the sphere (everything works fine with both, P and rest) or assign the "layermix" to it (only works with P but not rest). Any ideas? Regards Johannes layered_shader_rest_pos.hiplc
  16. This is more of a minor annoyance than anything else, but I'm working through part 3 of that free Rebelway asset creation course and around 9:30 I noticed a different behavior than in the video when trying to shade a VDB fog in the viewport with standard distant lights. It seems like the light gets cut off at the surface of the volume, and as far as I can tell it's not caused by the Arnold lights or anything else in the scene. The set up is super basic, and the same thing happens when building the scene from scratch in new projects. That said, it would be nice to have lights interacting properly with the fog, so I thought I'd ask to see if anyone has any idea what might be causing that. I know that this masterclass was created in a much older version of Houdini, perhaps as early as 16.5, so I imagine it might be a version difference, but it seems like a silly behavior to change. Might it be a bug? It still happens after updating Houdini...
  17. I've been working my way through the free Rebelway asset creation courses and the same tiling method is being used in both of the first two parts for COPs and VOPs tiling. However, I ran into a snag around 4:27:00 of the first masterclass, where Saber bakes out the flattened Torus to assist in tiling the texture. Perhaps, I did something wrong when rendering it out of Mantra, but my rendered texture looks correct, and I'm getting some bizarre banding when trying to implement it in the Tiling Part 2 section as well as the tiling section of the second VOPs course even though I seem to have everything hooked up properly. I posted this question in the YouTube discussion, but no response and it seems like someone else posted the same issue on there already. In any case, I wrote Rebelway to ask if they still had the assets, which they don't and informed me that the course was discontinued because they need to update it for use with the latest version of Houdini. So, I'm wondering if it's possible that SideFX changed something under the hood in Houdini 18.5 that's messing with this workflow, or am I just improperly baking out the texture? bake_torus_scale_1_1_1K.exr
  18. Is there a way to export just one jpg of the "direct" channel for each UDIM? So far i have managed to export an exr with the final rendered texture, the direct illumination. If i export as jpg the result are really funny colors i guess because both channels are merged? How can i export only one channel?
  19. Hey friends quick question for you. I've searched far and wide without any success - I'm trying to add the blue text under a sop, like the mantra node has: How on earth does one go about this? It's driving me up a wall over here. Thanks fellas, mavencolby
  20. 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.
  21. I don't know why but whenever I try to click on "Render to Disk" in Mantra ROP, it starts background rendering even though I didn't click on "Render to Disk in Background". Does anyone know why is this happening ? I don't want to put rendering in background.
  22. My ocean foam particles are not flickering, but for some odd reason when I render the foam shader flickers as can be seen in the attached video. Does any one know what's going on here? tmp.mov
  23. This is a preview of a series of tutorials on how to create an ice growth in HOUDINI.
  24. In this tutorial we will create a cold explosion with you procedurally using houdini and add details such as cold smoke particles and ice pieces. And then we render everything
  25. Hi. I have an image rendered with Mantra in Houdini. Please let me know if there is a way to do it with a python script. Do you know how to copy only this mantra node to Nuke and that image can be loaded directly from Nuke? Thank you.
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