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Found 160 results

  1. Hey guys, Im rendering a pyro sim around 1-3 mil voxels, im using an environment light and a volume light emitting from the pyroshader. Rendering using PBR with pixel samples 3x3, volume limit 1, noise level, 0.1, volume quality 0.1, volume shadow quality 0.5 and stochastic 8 im not even using motion blur, but one frame is almost taking 1.5 hours. Any ideas how to increase the performance, am i doing some nonos that i missed? the smoke is fairly transparent and the light from the fire is strong.
  2. Rocket Bus - houdini training

    Hello everyone, The primary aim of this training is to provide a project that will take the viewer through as much of Houdini as possible. Letting them utilize all the various tools that Houdini provides for modeling and VFX to generate a detailed environment. Currently the training is available for redshift and octane. Next week, I'll be recording the mantra version. There is a 25% introductory discount in the entire training till 18th may 2019 Click on the link given below for more information http://www.rohandalvi.net/rocketbus
  3. Houdini or Katana

    Good morning everyone, My current studio is deciding to migrate from Maya for lgt. We have been checking Katana, however, Houdini is already part of our pipeline and I was wondering if moving to Houdini could really improve the workflow comparing to Maya to the point we can consider Houdini instead or Katana. My question is, would you recommend Houdini for a full Arnold base lighting workflow and what would be the benefits or cons against Katana? Thank you,
  4. Cloud rendering for education

    Howdo Im looking for some advice. Im teaching at a small private school in Vancouver, and its coming upto final project time. Unfortunately rendering on their workstations isnt quite going to cut it when it comes to crunch. I was wondering what experience other education houses have had with various providers, setup, their support lines and bang for buck. Did you need to have a seperate holding server for up/downloads There is only a handful of students so we wouldnt be sending the volume of data some of the larger schools can for big discounts. And as well as Houdini educational edition it would have to support maya too, but i think most do anyway Any help/thoughts greatfully received Ed
  5. Sounds like a dumb question. I just started with Houdini a couple of weeks ago with an apprentice licence. I would like to print out some frames for large scale prints, but I can see that the Indie licence only outputs 4000px, which is too low. What's the best workflow and licence/render for outputting 80x40 inches images for printing?
  6. Split Half Underwater

    Hi there everyone, I am trying to recreate this shot from shutterstock as accurately as possible in Houdini: https://www.shutterstock.com/video/clip-14617168-slow-motion-split-half-underwater-close-up Creating the wave I imagine is pretty straightforward, and have done so before using realflow with good results, but the main challenge would be how to handle the thickness of the surface of the water as it intersects the camera, how to render different environments for the under and above water portions, how to handle these (previously I used masking with mixed results), and then secondary elements like the bubbles that form with splashes and the distortion to the above water image caused by water splashing over the camera lens. Would ideally like to use redshift to render this, but anything that can go towards achieving a photorealistic result, or any idea or resources anyone might have or can point me towards would be great. I'm a beginner in Houdini but relatively experienced with 3d in general. Many thanks, H
  7. Hi all, I'm getting some unexpected behavior when I try to light my scene. I've got a particle sim, and I want those particles to illuminate the scene, so I assigned a Geometry Light to them. However, it's not acting as I expected. For one, cranking up the Intensity of the light does nothing. In the viewport, I can see the scene getting brighter, but in the render there is zero difference between an Intensity value of 1 vs 1000. Another odd behavior is that the light in the render seems to be dependent on where my display flag is set in the particle network, rather than the node that I told it to point to. I'll upload my hipfile to illustrate better, but basically I've got two null coming after my particle sim. One has a vop where I'm cranking the Cd way up, and the other is just the vanilla result of the particle sim. Even though I set my Geometry Light to point to the one with the overblown Cd, if I move my display flag to the other null then that is what gets used for the render. This illustrates the third strange behavior to me, which is that cranking up the Cd values makes my light brighter. Like the Cd is acting as the Intensity parameter, rather than the actual intensity. So in order to make my light actually illuminate objects, I have to completely overblow my Cd and ruin the color of my particle sim. Are these supposed to work this way? All three seem odd to me. If I've got something set up incorrectly though, please let me know. Thanks, -Chris particle_lights.hipnc
  8. Hi guys, I managed to create a nice pop advection but no success so far on having a nice smooth look at the end. On this example, I just added a wispy smoke. Any idea on how I could achieve something similar? Thanks Isy
  9. Hi, I started to have a black screen in my render view.. then looking up into where the issue could be coming from, I found online that I tried : - restarting houdini - setting up new scenes - switching from ray tracing to PBR none of them worked, then I realized that if I start rendering, then I simultaneously try to open a new file then cancel the file opening, mantra start rendering... Anyone have a hint on what Im probably doing wrong? Thanks. Houdini FX Version 16.0.671 win10 NVIDIA GeForce GTX 9703 gb
  10. Hi there, Total Houdini novice here with a bit of a strange question: I have a smoke simulation that I have created the swirls around a central character that is being rendered in Unreal Engine. https://drive.google.com/file/d/1fuoitdNjuBZ1UPgkAi-e9G63CKW-40YS/view?usp=sharing The smoke itself is rendered in out of Houdini in slices and played back in Unreal as the alpha of a video texture, but I was wondering if anyone had any ideas of how it might be possible to set up something like a shadow catcher to catch the shadows cast by the smoke on the surface of the character, but instead of just rendering shadows that hit a specific piece of geometry to a frame as scene by the camera it could be applied to the character and render out as a texture sequence taking into account the characters UVs, so that it can be played back in Unreal? I feel like this is a pretty weird request and no doubt there is tons wrong with it, but I thought I might as well ask, you can do anything in Houdini it seems! Many thanks for any advice, H
  11. Hello, How do you render multiple redshift Rops? There are several ways to do this with mantra nodes, but none of them seem to work with Redhift nodes. Thanks.
  12. Hi, I am just learning Houdini so please be patient with me... I just need to zoom and pan ("2d zoom and pan") inside my view, when I am modeling details based on BGimage of the camera. I've seen these camera parameters can achieve that. But for some reason BGimage is floating and doesn't correspond with my 3d view, when I am trying to pan/zoom. Please, what I am doing wrong?
  13. This is my first post in a long time here, I've shared this teaser with some of you on FB, Youtube, vimeo and Linkedin today. So what is it? A path for us to use cloud providers directly for our craft at the lowest possible price. I have been building modules to spin up infrastructure in AWS with a language called Terraform (also open source, and can talk to other providers). My ongoing work for this I've decided to open source under the project name openFirehawk. This work I've been doing over the last 9 months can benefit Houdini artists and I'm proud to start talking about it, before I launch on Patreon in a week from now for your support on this open source project. I realised through my deep dive into all things cloud to solve my own CG life problems in Houdini, that actually this should just be "The Way"... Cloud rendering till now hurt my wallet too much, and I was yet to see it provide the power of a full blown pipeline, which I sorely wanted. So I thought, "Wouldn't it be insane if we could just build our own modular open source infrastructure for VFX and directly pay the big services to use their machines at the lowest possible price?" Also, I thought it would be cool to be able to say "Want a copy of my vfx infrastructure?" So I've created openFirehawk to do that. Its purpose is to provide access to the cloud providers, at the base price of that resource, and give you full control with a killer combo - teradici software for remote workstation graphics if you want that (paid per minute), ssh access to nodes over vpn, render management with whatever render manager we want (I started to implement deadline, which is free on AWS by way of being credited to your account), and any storage solution we choose (currently softnas on demand consumption is the cheapest, best and easiest I've found). Open source is a path to making the cloud as cheap as possible for our craft, and openFirehawk proves it is possible with this demo simulation I ran in AWS above. The rendered effects here are just the beginning of what openFirehawk can do with CG rendering & virtual workstations for artists. The animation was simulated and rendered in Houdini on AWS instances for $1.20. I paid $0.01 per core hour - many times cheaper than the alternatives available to me. 100 cores for $1/hr sounds nice... Now to be clear - for us, we still need floating engine licences to use this. I can't propogate code that would violate the EULA and plonk Indie in the cloud yet... But just 1 engine licence can do a lot with 96+ VCPUs, probably more compute than most of us could afford in a single box. I would hope that in time, more doors open up for us as Side FX have already helped cloud users in response to some discussion I had with them about LAL Licensing in this video I did in the jungle a while back and I hope things continue down this path. openFirehawk is currently in alpha, and its use has manual steps on the client side that I plan to eliminate. It is an on going project, and I want it to be a good modular and extendable foundation for other code contributors in our industry. So, would you like a copy of my 3D rendering cloud infrastructure to produce CG like this? I will have a need for your support to take it far - into something that you can use more easily, and a tool that continues to improve. Any support you want to provide by sharing my posts like this, talking about the work, and contributing through Patreon when it launches 19th February will help take openFirehawk to become something that everyone in CG can benefit alot from. I'm stoked to share this work with the community, and I hope to see where it goes, Big love! Andrew Graham
  14. Hello! I'm working on a custom toon shader. As a basis I want to use the lambert lighting model as described in the tutorial embedded below. To test this I created a very simple scene with a sphere placed at the origin, a point light and a material with the material builder applied to the sphere (see image below). Now, here's the problem: The shading of the sphere is incorrect as soon as the point light has negative coordinates. It seems as if the surface_global's P and N are expressed in a different space compared to the point light's position. This happend with Mantra as well as Redshift (where I used the same setup as in the video below, apart from getting the light's position through a constant and channel references). Am I wrong to assume that P is the world position of the current point being shaded and N is it's normalised normal? Is this the wrong way to get the light position into the shader? I spent some time testing and searching on the internet but I couldn't find anything that clarified these quesitons sufficiently for me. custom_lambert.hipnc
  15. Still learning

    Still learning Houdini, and having enormous fun. My only problem is that I can not render fast enough
  16. Octane Instances

    Hi everyone, I got an issue with rendering a Lot of Spheres in Octane. I scattered 1 million points on a surface and copied Spheres on it (with the CopyStamp SOP). I packed it but it does not render and crash. Can somebody tell me how i can render Instances in Octane or point out some Informations, i can't figure out how to do it right due im new to Houdini and Octane. Cheers!
  17. Hello there. First at all, I'm not English people. So please forgive for my English. I have a problem with Houdini 17 (Apprentice, 17.0.416) . I fail every rendering even on "Render View" rendering. Error message is this. Failed to save output to file "Traceback (most recent call last): File "/Applications/Houdini/Houdini17.0.459/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/soho/python2.7/IFD.py", line 102, in if not soho.initialize(now, camera, options): File "/Applications/Houdini/Houdini17.0.459/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/soho/python2.7/soho.py", line 201, in initialize _registerWranglers() File "/Applications/Houdini/Houdini17.0.459/Frameworks/Houdini.framework/Versions/Current/Resources/houdini/soho/python2.7/soho.py", line 169, in _registerWranglers filelist = glob.glob(unicode(path + '/wranglers/*.py')) UnicodeDecodeError: 'ascii' codec can't decode byte 0xe3 in position 25: ordinal not in range(128) ". I'm using mac, 2.6GHz Core i7, 16GB RAM, Radeon Pro 450 2048MB. This problem doesn't occur at my Windows PC.
  18. Why is Mantra so Slow

    Hi, I'm trying to learn shading and rendering in Houdini, but I've just set up a simple scene with just a sphere, and it's taking up to 20 minutes to render it? Thanks
  19. I know Houdini focus has been VFX, I have few questions regarding cinematic pipeline. Hero characters, close shots UDIM-s etc. I know by the fact UDIM-s are used in films and often also on hero characters and in VFX pipeline. Main reasin is that you have more control over texture details on specific model. For example: If i have a character face and i need specific part of that face to be more detailed then other i have udim-s and that specific part (UDIM tile / UV tile) that covers that area of face has higher UV texture resolution thus means that that area can have more detailed / higher rez textures. Now typical pipeline i understand is so called Sketch to screen workflow. (same workflow that Aaron Sims Creative Studio uses) and many others. 1. Model is sculpted 2. Model retopology is done (retopo that supports and follows basics for topo that is needed for animation) 3. Model is animated (in maya or houdini) 4. Model is textured (ptex or UV-s) 5. VFX is created 6. Look dev that means shaders are created, lights are created etc) 7. VFX compositing (nuke etc) 8. and final shot(s) are rendered. What i struggle is how to proceed with my pipeline. Need to focus on specific things and not to try study full program as houdini is huge. Need to take one project and step by step try to complete it. SO at the moment regarding my project> 1. Sculpting part is done 2. Retopology part is done 3. UV-s are done (Used Unfold 3D( and model has UDIM UV-tiles 4, Model is tegxtured in Mari (So now model has UDIM textures) tho i was thinking for second to try ptex also but i think it does not support xyz texturing method. And now i am strugeling with shader building as there are not many good tutorials regarding Houdini skinn shader-s. And not getting good result with those. For second i was thinking to use substance painter as in that case you do not have to build shader from scratch. Example https://www.youtube.com/watch?v=gaUoYyWfMzE&t=75s But problem is that Substance does not have fully implemented full UDIM-s support. It does support UDIM-s but you cant paint seamlesly over model that has UDIM-s. Explained here https://www.youtube.com/watch?v=ihQTBc_e8DM So now i was thinking may be i can do skin shader in Maya as there are way more maya btutorials regarding UDIM-s and skin shaders then there is Houdini, But as my plan was also to create VFX effect i would try to do it in Houdini. And now arises question can i do VFX in houdini and shaders in maya and some how bring those over to Houdini or vice versa_
  20. Hello all, I've seem to run into a weird problem on my most recent project. One of my objects doesn't render, with a material or without. Yes it's in my force objects, yes it's a polygon mesh(unless vellum does something weird that I didn't know about). I tried switching the shader from the generic to another material but it doesn't matter. It will render my other polygon object, the ripples, and even the smoke sim later on in the sequence. But it won't render the ball, nomatter what I do. I'm using 17 just incase in matters. This is literally the last step of my project and I can't wait to see it done, but this silly thing has to get fixed first. Thanks for your help.
  21. Hi, I am currently trying to use mantra in distributed rendering mode. (mantra -H machine1,machine2) It all works as expected, but as soon as I connect something into a cached shader (for example a constant into the principled shader), the error “No Code Generator Available for opshader_path_xyz” pops up and it doesn't render at all anymore. It also happens with custom cached shader assets. All works well in non distributed rendering mode. If I unlock the asset, then it seems to work again since the asset is then "in the file", but this is unfortunately not useful in production. Additional Info: I am using windows and the “Force VEX Shader Embedding” checkbox is on. Has anyone experienced this error before? If no I'll submit a bug report. Cheers, Luca
  22. Hi everyone , I recently encountered a problem : the two pics are rendered with all the same settings but a reverse node act on pink prim , as you see , it is obvious that the effect of displacement is different ( pink part ) . By the way , why the displacement of two prims in the red circle are atypism ? The same P , the same N... with same turbulence , get different results ? Someone help me ? Thanke you . displace_test.hipnc
  23. Modulating Motion Blur

    Hello, you helpful people, I'm currently doing snow VFX and I'm a bit bothered by the tube-like look of the mantra motion blur. I'm also using VRay quite a bit which has some helpful features to make the motion blur look less sterile, especially two settings, as shown below. The first setting allows me to move more samples towards the centre of the time interval, simulating a shutter that's not instantly opening and closing. The second setting allows me to move more samples towards the front or the back of the interval. Using the two settings combined, I've quite a lot of control over the look of the motion blur. Is there anything comparable in Houdini or are there some tricks to emulate that look? I think I've diligently read what I could find about motion blur and mantra but I couldn't find anything comparable. Thanks in advance! Paul
  24. Hello! So I just started dabbling in FLIP and have a little river scene everything looks decent except for the whitewater. It takes forever to cache but I have the rasterized particles cached out and the standard particles will be finished caching later this evening. I've played with the spray shader but it looks kind of weird when applied to the rasterized particles, especially with the noise parameter that's [on] by default. I also read a few posts that suggested trying a billowy smoke shader instead. That made it look much better but still not correct so I figured I needed the regular particles cached in addition to the rasterized ones. If that's so they're caching now, but when they're finished what do I do with them? Last time I had whitewater particles cached they just rendered as spheres because of the pscale, am I supposed to mesh them like the FLIP and then layer them? I can post some screenshots once my cache has finished.
  25. Hey ODforce! I recently published the next installment of the Houdini For The New Artist series. This course is all about making Houdini easier to learn, and you can watch the first chapter for free! Here's the link: http://bit.ly/2okYpY4 Some of the main topics include: Chapter 1: How to understand and set up DOP networks Using SOP attributes with the dynamic context Forces Particles Life & Variance How to use groups Rendering Particles Sub-steps, Sub-frames, & Time-Steps Caching Sub-steps & Practical Applicaitons Chapter 2: Texturing & Lighting Techniques How to Integrate a Substance Painter Workflow with Houdini Spot Lights, Area Lights, & Artistic Considerations When Placing Key Lights Utilizing Light Attenuation Gobos Aim Constraints, Near-attenuation Techniques for Reading & Emphasizing Form While Lighting How to Make Light Blockers Shadow Masking Techniques for Controlling Light Placement Component-based Lighting Light Linking Chapter 3: HDAs, Velocity, Normals, and & VOPs What is an HDA? How do you make one? Data Types & Adding user Parameters Booleans, Switch Nodes, & Parameter Behaviors Additional HDA Modifications What is Velocity? What are Normals? An Introduction to the Point Wrangle Introduction to VOPs How to Blend Materials Basic Noise Parameters Additional VOP Techniques Chapter 4: Geometry Types, Animation, & CHOPs Geometry Types & Attributes Introduction to Volumes Animation Basics Channel Groups, Animation Layers, & Motion Trails Introduction to CHOPs Curve Constraints, CHOPS with DOPs, & Additional Settings Chapter 5: Rendering & Compositing Introduction to Multi-pass Compositing Rendering Concepts How to Use Takes Rendering Multiple Jobs De-noising passes Compositing Basics with Houdini Thanks for watching! - Tyler
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