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Showing results for tags 'Pass'.
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Hi everyone. I cannot find any information on how to get an attributes created during the previous iteration within For Loop with Feedback? One of the dilemma why when Single Pass is on and Pass is 1+n, I cannot see attributes created on points from previous iteration? I use Fetch Feedback as a data for previous operations. And Fetch Point as a single point extraction around which I want to perform operations on the current pass. I tried to extract the number of the current iteration with Metadata node and find ptnum based on it, but without success. So I use Fetch Point for that. I wanna to pass attributes from current itteration to the next one. And read preaviously created attributes in current pass. So the the attributes would interact throut itterations. I add test file. 4loop_ftb_test.hipnc Any tips or tricks? 4loop_ftb_test.hipnc
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- attributes
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Hey, I have time seeking any motion vector pass somewhere in odforce, nothing work as fine for now, so any know the method of get motion vector pass from mantra pbr using all scene animation as alembic, camera moving, etc with houdini 14 ? thanks in advance Carlos
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- motion blur
- pass
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Hello! I have been searching online for a solution to creating an image plane to create an alpha matte. What I would like to do is get all the objects from my scene and have a separate black and white alpha matte for each object. I would like to be able to take the image into photoshop/after effects and be able to manipulate all the objects in my scene separately. I have followed the video below but this becomes quite the process once I have many objects in my scene. Ideally what I want is when I make an animation sequence that either the exr has layers with all the alpha mask or when I hit render it renders both my image and the alpha's as separate sequences. I also tried using this technique http://houdinitricks.com/matte-objects-houdini/ but when I activate the matte option it still renders the rest of my scene normally with only my object appearing in black. I just want a black and white alpha matte.
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Hi. I'm new to Houdini. I used Softimage for 20 years then went to Maya but am giving AD the bird and learning Houdini. Something I haven't found is a clear definitive guide on how to set up different render passes in Houdini. I see a few different approaches but none seem like the THE definitive way it should be done. Is there a tutorial or video or something about the best way to do render passes in Houdini? Thanks! Lawrence * I originally posted this on the SideFX forums but got no response
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Hi everyone! Am working right now on a shot. It's a sort of ink effect with a mix of millions of particles and wispy smoke. Am pretty PEON to particle rendering and I was wondering if anyone could tell me what are the most useful pass for particle effects. For the moment, the pass I will use are: -Beauty (constant shader) -Depth of field (grayscale) Technique based on this thread -----> http://forums.odforc... field__st__12 -Age (grayscale) -Shadows (still searching a good way to fake shadows) -RGB(3 lights) What is the best way to use this pass? Do I have to use those three channels separatly as a Mask? What are the most useful pass for particle rendering? Thanks ODFORCE.
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Hi! I'm currently working on a shot where I have a Pyro2 sim with fire and smoke. The comp asked me to give him those passes: -ZDepth -UV -Smoke Pass -Fire Pass Now, I tried to export the standard Pyro2 planes (smoke/firepass and masks) but they're really pixelated (and they're practically IDENTICAL in contents even if in the sim they're not). Not a gamma issue, and the volume step size is fairly small for the scene scale. I just find them not usable. For the UVs, is there a way to export them (maybe abusing Rest?) or to cheat it? Depth...depth is a problem I think, I did some research and apparently the only convincing way to do it is using Deep Maps which Houdini doesn't support for EXR yet. Any other ways? Maybe attach a light to the camera and render out a depth map and use that? Smoke and Fire passes, as I found the builtin ones not useful, so I was thinking of rendering fire and smoke separately and then let the comp put them together? I don't think it's going to work unless I find a way to render each other with the other one acting as a matte? Note: this is not going to be comped with RGB lighting so that's out of the question, unfortunately. Any help? Thanks in advance