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Found 187 results

  1. Next to each other, a comparison between a detailed terrain in the viewport and terrain in the render that lacks so much detail it's almost another terrain. In the screenprint I show the geometry tab in the render section of the terrain. The terrain has been converted to polygons. Why do I loose detail I already have in the viewport?
  2. Hello; In Mantra, is it possible to render a region, in sequence? Thanks.
  3. 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 ?
  4. Hi all, I'm rendering some jellies, in water, in a glass tank. Any pointers as to how to optimise this? My render times are huge. Using mantra.
  5. Hey guys, I have a question about rendering and baking AOVs with Mantra. From the extra image planes I managed to render out LPE planes such as beauty, direct diffuse, indirect diffuse, direct glossy reflections, and glossy transmission for a hair groom. They turn out great. The problem is when I try to bake those same image planes from the hair groom onto cards. The LPE image planes come out black. If I try render any of the other image planes like root to tip color, hairID, transparency, diffuse unlit color or any other custom passes, those come out great, but all the LPE passes don't render. I suspect this has to do with the absence of a single camera point, so specular reflections, transmission, and other camera dependent BSDF functions don't produce anything. Is there a way around this? Is there a way I can feed a fake camera/eye point in space to the hair shader and then bake that lighting on a card? In a way to create a static fake incidence angle that references a camera I am not actually rendering through? I am also experiencing problems setting up ambient occlusion to be baked from the hair onto cards, a tip on that would be most wellcome. I am using the bake texture ROP. any feedback would be most appreciated, cheers
  6. Render Smoke Question

    This might be a strange question. I have been learning about rendering the smoke. I went through some basic tutorials to get a final render in mantra. The main one I followed was about transferring the attributes from the viewport shader settings to a mantra shader. I managed to get a good result in one file as far as a good opacity and subtlety. The problem is that if I try to recreate the look in another file I can't find the key attribute or setting I tweaked. Here is the file I had luck with. Maybe someone with a little more experience might be able to help? Thanks, renderBase.hip
  7. Normal Map

    Hey, ist quite some time ago I used Mantra to do some Rendering but for a Project I'm working on atm I like the more realistic look it gives me compared to redshift. So with redshift I'm just plugging in a normal map and it renders just fine. Trying to do the same with a classic shader but I just get a corrupted Image. Cant see any place to manually plug in Utan and vtan. Something I'm missing?
  8. I am trying to use the color visualizer to colorize a topographic map, it is all working perfectly in the scene view, however, the render in Mantra is not picking up those colors and the render is only a single base color. Anyone could help how this can be done? Appreciated Khal
  9. I have 3 entries in a wedge (each 48 frames) that I would like to render out in 3 different videos, instead of render all iterations out in one video. How can I do that?
  10. Hbatch "killed"

    Hi guys, I've recently (finally) started to use hbatch for rendering/saving out my files and it's a blessing. So far everything has been running smoothly but last night one of my renders died on me. I tried a slightly higher sim resolution and started it before leaving work, when I returned this morning I could see that slightly less than half had been simulated and real fast, only about 3-4 minutes each. But then I simply got the "killed" feedback in my terminal with no further information, even though the render command was set to verbose. Is there someway I can access why it was killed? Since they were running so quickly I don't believe the system ran out of resources but then again it is fully possible. / -> render -V obj/PYRO/explosionVdb Rendering 54 frames ( from 1 to 54 by 1) 19:55:47 explosionVdb frame 1 (1 of 54) 19:55:47 explosionVdb frame 2 (2 of 54) 19:55:47 explosionVdb frame 3 (3 of 54) 19:57:18 explosionVdb frame 4 (4 of 54) 19:58:15 explosionVdb frame 5 (5 of 54) 19:59:34 explosionVdb frame 6 (6 of 54) 20:01:37 explosionVdb frame 7 (7 of 54) 20:04:52 explosionVdb frame 8 (8 of 54) 20:08:23 explosionVdb frame 9 (9 of 54) 20:11:32 explosionVdb frame 10 (10 of 54) 20:14:48 explosionVdb frame 11 (11 of 54) 20:18:12 explosionVdb frame 12 (12 of 54) 20:21:46 explosionVdb frame 13 (13 of 54) 20:25:28 explosionVdb frame 14 (14 of 54) 20:29:17 explosionVdb frame 15 (15 of 54) 20:33:19 explosionVdb frame 16 (16 of 54) 20:37:32 explosionVdb frame 17 (17 of 54) 20:42:00 explosionVdb frame 18 (18 of 54) 20:46:43 explosionVdb frame 19 (19 of 54) Killed I'm running Houdini Indie 17.5.258 on Linux Mint 19.1 Cinnamon. Any and all help would be appreciated!
  11. Hello guys! Can I ask U question, Im very new in houdini. Can u help me please? Im trying to render short video of volume (smoke) in matra, but I really do not know how to set the mantra settings, because one frame is mantra creating for 43 minutes, which is rediculously long time for 250 frames. can U help me, with settings? I already increased the Volume step size, but thats all what I did, (I read somewhere its helpfull) is there any other way, how to make render time (per frame) shorter? Thanks a lot for any advices! Im looking forward to your re´s! By! advice.hip
  12. Final Export Error

    Hey all, First post here, literally my first mp4 render. I'm have it finished and rendered in MPlay. But when I try to export I hit this error. I'm running an Apprentice 17.5 My best guess is that it's angry because the licenses is on the D drive and I'm saving to the C but I don't think where I save it should matter. Any help is appreciated
  13. Hey all, I apologize if this is a simple issue that I'm just missing. But when I go to apply a texture to my object in Houdini, like iron or something, it renders out as black.
  14. Hi everyone, so currently I am stuggling with wedges in Houdini 17.0. The current setup is the following: My intention is to run a wedge on a pyroSim, cache it out with the Geometry ROP (which works), and then with each one of the cached wedge sequences render out a sequence of .exr with the Mantra ROP. In whichever way I connect them though, I can't seem to find a way for it to work - it only does with the geo caches. I hope any of you could lighten me up a bit on the matter. Thanks!
  15. Redshift motion blur issue

    I can't seem to figure it out. The bricks won't render with motion blur no matter what I change. I unpacked them and checked if they have velocity vectors and they do. Also, there is motion blur if I hit the render points as spheres option in the redshift obj tab. I hope someone can help me out here
  16. Hey my Render View is working absolutely fine but if I wanna render to Disk I always get a short freeze followed by an Error: Error opening the tile device. I’m using RedShift V. 2.6.41 and Houdini 17.5.173 Hope somebody can help me with that.
  17. Hello, Here is short video showing how volumes can be used to shade and texture semi-translucent organic things. Volumes For Organic Assets This approach allows to achieve close-up realistic organic look for semi-transclucent assets where SSS or colored refraction is not enough. An object with UV's is converted to signed distance volume with UVW grid. Then volume is used to set density and perform uv lookup in rendering. This way density can be adjusted by depth. I.e. not so dense near the surface and very dense at the core. Or not very dense, then dense patch like island of fat, then not dense again. UVW grid is used to texture volume. Different textures can be used at different depth. This approach allows very flexible yet powerful way to place any texture at given depth. Texture X at depth Y. I.e. big veins are 5mm under the surface. This approach is best for close up organic hero renders where SSS or refraction are not looking good enough. Attaching example file volumetric_textures_example.hip
  18. Any ideas how to install this on Debian/Mint? The .rpm to .deb is the easy part.. but when installation (real Renderman installation) begins, some sort of network error occur.. looks like a wrong library problem... Ideas?!
  19. [I think I'm probably more than a few days from understanding and being able to write the necessary recursive function, but I thought I'd tap the brains here to save time (or see if I'm on the wrong track and it's easier than I assume).] I want to build a list of render nodes that include the nodes they depend on. (see image) Something like: (node name, nodes it immediately depends on) (r,as & b), (as, cs), (b, ds & es), (cs, 0), (ds, 0), (es, 0) --- I know I can run hou.node("out/r").inputDependencies() to get the full list, but that doesn't give me the dependencies of each node in turn. I figure, like I said above, that I'll probably need to write a recursive function to spit these out. Something that runs over each subsequent list of dependencies until there are none then return the list. Somehow. But maybe not? I imagine there might be an internal to Houdini way to do this, no?
  20. Hello, I'm attempting my first project using smoke as a density volume through which an identical volume collides, generated from VDBfrompolygons. I can't manage to figure out why the render appears so grainy - sample JPEGs attached. The VDBfrompolygons voxel size is 0.1, & my smoke object division size is 0.1. I've made sure the rendering engine is micropolygon PBR. I'm using a couple of hlights & a sunlight, making sure they're set to "Depth map shadow" shadow type, shadow quality set to 2 & pixel samples are 2x2. My experience with lighting is extremely limited, so any feedback regarding this would be valued very much. The whole scene looks so much cleaner in the scene view than in the render view, not at all realistic as I would expect it with the application of shader materials to the objects. I must be doing something very wrong. Thanks in advance for any ideas.
  21. I am using an IFD workflow, and I want to render an identical scene from 3+ different camera positions. I've come across several different ways of rendering these 3+ images sequentially, but that's not exactly what I want. I would like to make 1 IFD file that renders 3+ images from different camera positions. Is there a way to do that? I am working with a large dataset. For easy math, let's say that it takes 10 minutes to read/load, and then 10 minutes to render. Rather than doing three sets of load+render + load+render + load+render (60 minutes), I'd like to be able to do load+render+render+render (40 minutes). I have found that I can use the "Stereo Cam Template" (even though I am not rendering in stereo) to work with two of these cameras to do load+render+render in one IFD file. But how can I do this with more cameras?
  22. Hi guys, I had a problem while compositing my project. For some reason, around my object, on PyroSim there is a transparent strip that does not look beautiful. If I render each object separately, then I have this empty space (screenshot1 and screenshot3), if smoke + object in one mantra render, then everything is fine (screenshot2). But I need to have them separately for compositing. Here are screenshots of my render settings (object - spacesip and PyroFx - smoke) I would be happy for any of your advice, I see that there are a lot of cool guys here who know the houdini like their 5 fingers Please forgive me for my english
  23. Hey everyone, So just started deadline for Houdini and I've managed to send my rop output to deadline for rendering but when I explore the output file path, it shows file does not exist. However, when selecting the explore file path, it opens the correct pointed file directory where I want my caches & renders to be at. It does work if I copy & paste the output file path I'm using $JOB for all my files since I'm working, rendering, caching off our servers. Our IT guy have no clue on why it's behaving like this as well therefore would be best if anyone can guide me in setting up deadline? Screenshots attached H16.0.633 | Deadline 10.0.19.0
  24. Render specific frames

    i am trying to render out specific frames from my timeline, can this be automated and saved out to disk? i would like to have control over which frames exactly or control via a pattern, for example per 10 frames render
  25. Sulaiman - Compositing/Houdini FX

    Hi everyone! I am a VFX Artist who just recently graduated from 3dsense Media School who specialises in a wide range of skillsets Below is a Vimeo link to my showreel as well as my submission to The Rookies! Do feel free to drop me a message, thank you! Contact me and check my channels: sulaimanwar18@gmail.com https://linkedin.com/in/sulaimanwar/ https://www.artstation.com/sulaimanwar =================================== https://vimeo.com/325603170 https://www.therookies.co/entries/427 FinalProject10.mov
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