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Found 178 results

  1. 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!
  2. 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
  3. 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
  4. 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.
  5. 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!
  6. 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
  7. 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.
  8. 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
  9. 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?!
  10. [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?
  11. 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.
  12. 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?
  13. 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
  14. 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
  15. 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
  16. 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
  17. i am trying to baking displacement map from high poly object to low poly object but it gives me almost completely white image and tangent-spacenormal map is gray image
  18. Does anyone use mantra as the sole renderer for production? Let me rephrase: If I choose to use Mantra for production, am I missing something? am I limited? In which situation do you think I shouldn't be using Mantra? Obviously I didn't mention another renderer to avoid the A vs B. There is just A, Mantra.
  19. Hey, all I have a basic voronoi fracture sim, so then I have add derbis and after that billowy smoke... all works fine I can see the smoke from the debris in the viewport, but I CAN'T see the smoke in my render view? what I make wrong??? Problem render smoke as debris.hipnc
  20. Hi everyone, I've been working on a scene for a while and I'm almost done. This is the first time I'm wrapping up such a big project so I don't really know how to get the renders I need. This is the project I'm working on : https://streamable.com/6hax5 Any comment about the project itself is more than welcome, I'm hoping this could get me a job so if you have anything to say that could help please share. And this is what I need to go to the next step which is compositing, and later on be able to make a breakdown like this one : https://vimeo.com/65050470 What I'm asking here is : how do I render all these different layers ? I've tried putting one object at a time in the "candidate object" of a mantra ROP and "all but [that one object]" (* ^object_name) in the "forced matte". That was the logical thing to do in my mind because it would render only one object and if something is in front of it the alpha would mask it. It kinda works but does some weird artifacts on some renders. Side note : I'm limited by computer power. The render of my project shown above was done in 15 hours and minimal quality (is that fine to send to studios ? do they care ?). I don't mind letting it run a few days but I have to make sure everything is set up perfectly. I say that because I have a side question : does multiplying the number of "render layers" (mantra ROPs) also multiply the time it'll take compared to if I grouped stuff together ? Should I check out renderfarms ? Thanks for reading, Peace !
  21. Hey there, I'm rendering an ocean wave tank that I setup via shelf tools and I'm getting very strange artifacts in my renders at various frames. Sometimes the tank completely disappears and I'm not sure why. There will also be jagged shards of geo popping up ever now and then and I can't for the life of me figure it out. I don't know if there's some discrepancy between the size of my bounding boxes which is causing this odd behavior. If anyone has time to take a look I'd really appreciate it! ocean_js.zip
  22. Hello! I've been trying to render this scene but it is over my head when it comes to render the ocean from a bottom view. How'd you go about rendering this ? I have the standard small ocean preset created, created a simple hdr and fliped it. I also tried reversing the normals from the render grid so the displacement goes the other way around. Someone can give me a headsup ? Found this example aswell
  23. why render the particles is not alpha when used the glow shader if enable the emission? How will I to do? Please
  24. Hello, I am working on an RBD simulation of a hotel collapsing and I have roughly 73,000 pieces in the simulation. I simulated with low resolution pieces and I want to replace them with high resolution pieces but render times are ballooning/render crashes when I swap them. My hi-res pieces are packed and have materials inside. I have the whole set of pieces on a single .bgeo.sc file (5gb) and also each piece individually on disk (See graphic 1). I will refer to them as Set of Pieces and Individual Pieces respectively. I'm fairly new to Houdini so go easy on me, here's the workflow that has gotten me the furthest: - I load the Set of high-res pieces and plug both them and the low-res pieces into a Transform Pieces SOP. (See graphic 2). This allows me to copy the transforms of the low-res onto the hi-res pieces. Up to this part I have no problems. - When I start to render, Mantra takes a long 10-15 minutes generating the scene, using all of my RAM (64gb). If I'm lucky it starts rendering by minute 15, but 90% of the time it just crashes. I'm using Mantra on Houdini 16.5.268 by the way. I know that Mantra needs a copy of the geometry when it renders, so the Set of Pieces is the problem here. I have also tried the Instance SOP, creating an Instancefile attibute on the low-res pieces linking them to the hi-res pieces on disk, but it doesn't seem to be working, I have to be missing something here but I can't find the solution. (See graphic 3) I have almost no knowledge of Mantra, so I have the default settings in the Mantra node. Is there a way of referencing/swapping/instancing the individual hi-res pieces onto Mantra ONLY at render time while also having the transforms of the low-res pieces? Is there another way that I'm missing? Any way of reducing Memory Usage? Am I doing it completely wrong? Thank you in advance!
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