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Showing results for tags 'RenderMan'.
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Hi, I try to install Renderman and Arnold at the same time in my Houdini Indie 18.5.351 using package json files. Unfortunately I cannot use both together. I attached the json files if anyone want to have a look. If I only use Renderman, it works fine, if I only use Arnold it works fine, as soon as I try to use both, I get errors like this if I create a new geometry: And the render rop node is missing a lot of necessary settings. Maybe anyone has some experience with this and can give me a hint what I can do? Arnold.json Renderman.json
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Hi guys, trying to find a solution to render houdini flip sim in Maya Renderman, i exported a rib sequence from H, but not sure that i exported all the attributes (something to promote?) the rendering department here, doesn’t see the v att and Cd att in my rib sequence. my maya knowledge is close to nothing and i can' t check what s wrong with my export my first question is : could you explain me, guys, how to export from Houdini, a ready to render Rib sequence for mayaRenderman v21? second question is : is there tricks to read H attributes in maya?, connect it to shaders?, and also get correct velocity motion blur(since it's changing topology classic moblur doesn't work) thx by advance for your attention
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Hi, how can I use the same node between different shading networks. In Maya every node exists on the same level so I can connect it to the multple shaders or as a mask. Coppying node between Material builder or building shaders in one MAT context, is not useful. And whether coppying it uses more RAM or processing power? Global MAT context Separate Material builders
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So I am trying to put together a basic test scene for work. Just a box, a grid, a light, and a camera, and I cannot for the life of me get the lighting to render. pxr lights aren't doing anything, Houdini lights aren't doing anything. Nothing. The RIS node only wants to render the headlight. What am I missing?
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Renderman (23.5, 24.0) has been running fine on the laptop in Pop!_OS!: Recently got a new desktop machine. Installed Houdini (Python2) and Renderman(24.1) on both Pop!_OS and Fedora systems, but whenever attempting to Render Preview in either or use the IPR Tool I always get this error with any version(18.351, 18.596) and don't know how to debug it. "RfH: Could not initialize Renderman" "Failed to save output to file" "AttributeError: 'NoneType' object has no attribute 'warn_if_no_access" I'm wondering if it's an hardware issue or some missing lib, because either environment variable or json package was working on the laptop with the appropriate versions. I've seen threads where people mention non-latin characters in the user name but I've tried with "user_01" and now "admin" and the errors the same. Has anyone faced and fixed this before? It's giving me a hard time. Test scene file I'm using: rmanQA.hiplc Thanks
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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.
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I have an open Vdb fire that want to render with Renderman using the Command line in Houdini. I have using Houdini 18.5 and Renderman 23.5. Can someone show me how to do this?
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had to finish building explosion in just few days. this is my first try with pyro, had been learning Houdini for 1 and a half year. mostly working on smokes, particles, and cloth. this is my first preview to them 2 days ago. Explosion.mp4 I felt good about that explosion, want to try higher resolution simulation with more trails coming out of it. New_HD.mp4 here's how it looks now. lol what a dumbass. shouldnt have did that. realized that the trails are moving out too fast, too much, and too big. it all in 1 simulation. so I'll try a new simulation, hopefully this one is better. I'll seperate the simulation, explosion only. and the other one is the trails simulated seperately, gotta slow the trails, and reduce the ammount. wish me luck!
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Hi to all Renderman users here! I'm trying to render heavy water cache. But once i start render renderman eats my RAM as sequence progresses. First frame seats at about 20g and in about 10 frames im almost 60 gigs in RAM usage. All the fames are about same in terms of poly count. It doesn't matter where in sequence i start and if i stop and continue from the last finished frame renderman behaves the same: start from 20 gig to 60 gig of RAM in about 10 frames. It helps if i'm using PDGs. If I run a render in PDGs each frame is a new renderman session and RAM usage is as expected. But! For some reason animated displacement texture doesn't work in PDGs maybe there are ways to set up animated textures differently. Right now its just simple $F4 in the pxrtexture node Does anyone know how to set a sequence render properly in Renderman? Right now i render in chunks from PDGs but it has to be a proper way to do it Thanks PS Houdini 18.5, PRMan 23.5
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Hi everyone, I want to render extended ocean with renderman, and I am not sure how to set up spectra and mask bgeo sequences in Pxr surface shader.
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Can someone please explain how to connect geometry colour to a surface shader in renderman 23? I've been using Houdini for 3 years and I still can't figure this out. The integration of Renderman into Houdini is appaling and the documentation is useless. I've promoted the color on the geometry to a vertex attribute and renamed it to Cs from Cd. How do i get this in the shader? Thanks
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Hi, Whenever I try to use the file node to import an .fbx into my scene, and render it with renderman's it, Houdini crashes! I tried new scenes, different houdini versions, clean scenes, but to no avail! Funny thing is that the scene that started first displaying this erratic behaviour, already had a file node importing an fbx file and renderman had no problems with it! Anybody have any ideas? I haven't been able to use renderman after that and it's driving me crazy! Thank you for your time, G.
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I am trying to get velocity motion blur and geometry motion blur in Solaris RednerMan 23.2 and Houdini 18.0.391, both of this motion blur working fine with karma I can't get this work in RednerMan in Solaris . All of this motion blur works outside Solaris , only inside Solaris RednerMan doesn't show any motion blur, I tried batch render it doesn't help. only geometry motion blur shows with large shutter in camera but I can't find any way to add more geometry samples in RednerMan . There is no information about motion blur setup on RednerMan Solaris help file.
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I have an issue when I try rendering frame range animation I get black images from Open IT, and when I interrupt the renderer the rendering seems to start rendering. I am using non-commercial RenderMan 23.2 with Houdini 18.0.391
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Hi guys,I ran into a problem after i installed RenderMan23 for Houdini18,click the IPR button on the shelf have no any reaction,is it a bug?
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Hi everyone, How can I Varying light parameters across instances with renderman for houdini ? (Rman23.1 Houdini17.5) Houdini's doc say to use that fonction point("/obj/instances", instancepoint(), "Cd", 0) but it don't work on renderman light (It take as result the color of the point n°0) Is there any way to do it ?
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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?!
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Hi guys, I'm trying out Renderman and I've been having trouble posting on their forums, so I hope someone with a bit of experience can help me out here. I'm trying to generate texture coordinates from the shader network using a pxrManifold3d node, but I can't seem to be able to give it custom coordinates and "object" coordinates appear to be stretched or projected from only one axis, not as a box but as a plane, what am I not seeing? Also, can I manipulate the uv coords with math nodes? they should be vectors as far as I know. The other question I have is regarding the pxrroundcube node, as far as I can see it is meant to be used with pxrmultitexture, but what about using it for normal maps? I hope someone can help me out with this, I'm pretty sure I'm doing something wrong but can't figure out what.
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shop_displacepath on per primitive base?
eldericmk posted a topic in Lighting & Rendering + Solaris!
Hi there, I'm trying to wrap my head around renderman 20 in houdini 15.5. Now there's a tricky thing with displacements going on. When building stuff, I usually group the entire object in a single geometry node via subnet and combines, applying materials via the material SOP and specific groupings of the underlying geometry. this in turn creates a string attribute on the selected primitives with name “shop_materialpath” and the given path to the pxrWhatever shader. stuff shows up in RIS renders, everything behaves as expected. fine. this would behave equally, if I just added the “shop_materialpath” via AttributeCreate and the proper path to the shader by hand on a primitive. however, now I want to displace something. the only working way in renderman 20 seems to be to create a pxrDisplacement with some input (f.e. pxrWorley) and add the rendering parameters “Displacement Shader” (shop_displacepath) and “Displacement Bound” (ri_dbound) to the geometry node in /obj. Apply the shader, set bound > 0, displacement shows up in renders. fine. BUT: Now I thought: “Hah. Just transfer these parameters on a primitive base via AttributeCreate as well, done.”. However this doesn't seem to work. Instead I have to extract the geo into a second geometry node in /obj via ObjectMerge and again apply the said parameters on the top-level geometry node itself. Are “shop_displacepath” and “ri_dbound” not assignable to primitives by hand? Or am I missing a crucial step? Perhaps something else has to be applied as well? Any Ideas? -Marcus- 1 reply
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Hi! I've just started looking into Renderman in Houdini, and have found an issue where I really don't know what I'm doing wrong. Just trying to play with Pxr Layer and Pxr Mixer to create a material composed of several of them according to a mask. But the simplest instance of this is not working for me. I understand the pxrlayer blue diffuse color should override the green diffuse color in the pxrsurface1 I applied to the box. But it doesn't work and i'm getting a grey box instead. Where is the conceptual mistake on my part? I'm using Houdini 17 and Renderman 21.7 and all working correctly until now.. Thank you very much! pxrsurface.hiplc
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Hello everybody, Here is my first post so I will present myself in few words. I'm Thomas Renault, FX teacher in ESMA school (France). I'm using Houdini since two years now and I enjoy it more and more everyday. First of all I would like to thanks all the community and SideFx team for feeding us continually with documentation and tutorials. That's the first time I post in odforce because I uselly search and find my answer without requesting anyone. Here is my problem : I tryed to render volume in renderman (21,4) for Houdini (16) with motion blur without sucess. I found this on pixar documentation : https://rmanwiki.pixar.com/display/REN/PxrVolume but no fonctionnal blur at all in houdini... Any advice ?
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Hi all! I'm doing some research on rendering pyro explosions, and here's the result of my comparison between mantra on houdini and renderman 21 on maya using a vdb cache from a pyro explosion. https://vimeo.com/218752467 my thoughts I'm pretty happy with both of them, fire looks detailed as I expected from the hi res sim, and I like the way the light scatters through the smoke and lit it. renderman version came out "hotter" in terms of color than the mantra one, but I guess is something to do with the way blackbody radiations infos were passed to the emission component of the shader, so I can probably get closer one to the other by remapping values in a slightly different way mantra pros render the explosion with mantra was fast in terms of setting up the scene, and the shader is much easier to play with. It's also nicely setup when you create the pyro sim, so you can get a nice looking fire in a few click. cons I found render time slower than renderman, and I couldn't find a way of getting rid of the huge amount of noise in the meshes lit by the explosions (especially when the core of the explosion is brighter) , although my render settings are pretty high (I think): pixel samples 9/9, min/max ray samples 1/9 with noise level 0.005, diffuse and volume limit 5 renderman pros I managed to get faster frames with less noise on the surrounding environments cons set up the shader was kind of a pain compared to mantra. I needed to import fields and remap some values to make them work with PxrBlackBody, nothing too complicated but far more slow compared to mantra I'd really like to get feedback, ideas, personal experience or anything you'd like to say about it