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Found 179 results

  1. Recent work from Chinese animated feature 哪吒 (NeZha), I was responsible for creating and rendering of the water effects using Houdini flip to build a guided system for water and render in Mantra, final compositing done in Nuke.
  2. Hi all, Im exposing a few parameters on a shader within a material builder node. This are things such as spec roughness etc. For some reason they do not have any effect after having added a few. Any pointers?
  3. Hi! I'm trying to figure out how to add a glittery effect to houdini mantra hair. Would I have to build that into the hair shader? If so could anyone giv eme a quick rundown on how to start doing that? The effect I'm going for is like you dipped your hair in glitter water. So the end result is a very sparkly hair. Also I would like to adjust the color of the glitter. Edit: Also I'm generally finding it hard to find a good explanation for how to start adjusting/bulding your own materials.
  4. Friends, I am worried about this effect, I need your advice.
  5. Render deep data with Mantra

    Hey guys, I was wondering if it is possible to export exr images with deep data information in them. It would be to use those in Nuke later for Deep Compositing. Also, I would like to know what is the difference between exporting a fully textured model from an explosion or a fire. Cheers! Trapo.
  6. Hi Everyone, I'm trying to setup a TOPs network to cache out sims with multiple parameters being sent to the dop network. Seemingly basic stuff, however nothing I'm doing seems to be working how I think it's going to work. What I've tried: Using a wedge node to set a random attribute and trying to use that attribute in an exterior dop network - caches into a view able geo rop output but all the wedges were the same Rebuilding the pyro sim purely in the tops network - it makes something but when viewed all the frames appear empty Have the source inside the tops and the dop outside - same result as the first
  7. Anamorphic Lens Squeeze

    I know this is a bit of a bizarre request but I'm trying to simulate rendering in anamorphic squeezed, to later be unsqueezed in comp. I've set up my resolutions and pixel aspect ratio but as expected it just reframes the image and doesn't provide that squeezing effect you might get from something similar to Maya's lens squeeze parameter? Any advice on how to achieve this? Thanks!
  8. gradient r&d

    Hi all, I'm approaching something in H/Redshift which I've not really attempted before - So was interested to see if there were any thoughts surrounding it. Basically I'm trying to recreate the soft/feathered gradient seen in the attached ref image. The inner hard edge I'm planning to achieve with some transformed geo floating above the grid below, however the super subtle feathering is challenging me a little. At first I though of using a simple attribVOP on a grid > point Cd. However I'm nut sure how to achieve the outer feather using that technique... Similarly with an attrib transfer from geo > grid it seems not very feasible to get the extreme feather unless the mesh is crazy high res? I'm continuing to experiment & look through forum threads, but if anyone has some suggestions/tut links/examples etc. would be very much appreciated! (Worth noting system = H17.5.258 & RS 2.6.43) Thanks in advance!
  9. I'm running into an issue. I'm using the convert node to change my wires to NURBS. However, when I render these out it renders them as if the conversion hasn't happened. Is there a good reason as to why this is happening?
  10. Hi all - I've got a TOPS network to render 25 different sim variations at low resolution just to evaluate them. I've stitched together a contact sheet with imagemagick and found a few I'd like to try compositing with. Now I want to render three specific ones with a different ROP setup that's higher resolution/quality. I've tried branching off of my wedge and doing all kinds of things with the map nodes and partition nodes but nothing has worked. Anyone out there know how to do this? Thanks for reading!
  11. Hi there everyone. I am having a really strange issue with my river scene when I render it out. The reflective of the water seems to turn on and off randomly. I then did some further testing and found it to be the interior Volume giving me issues but this only happens in the center section of my River, the Top and bottom are not affected by this problem. Below I have two Images to show the result of the Volume issue which is consistante on these two Frames even if I re-cache the Sim Frame 350, the Volume in the center is really Thin. Frame 357, the volume is much Thicker in the center. Please check out the Link HERE for a low quality render with a few frames on Vimeo. Password : JodysFX I feel like there is a setting I am not turning on or a value thats two low. It might be in the Surfacing node but I am not sure, I will continue to test. Any help is greatly appreciated.
  12. Hello, after a small nightmare with switching to new whitewater system I'm a bit stuck with rendering an ocean shot: I would like to see a structure in water dissapear slowly into the abyss. Because Mantra is quite slow I don't want to use the volumes or a uniform volume shader for that (which is recommended). Absorption/Attenuation would be ok I think but it's missing from the Ocean Surface material! It's mentioned in the manual... What's going on? Any ideas how to switch it on? Screenshots, maybe I'm not looking at this correctly: Extra question - any ideas why Mist shelf tool was removed? We're supposed to build our onw on Pyro, right?
  13. Hello everyone, I made this tutorial to show a workflow to setup passes for rendering using python. The same can be achieved by the Takes, but I find using python for the task can be quite useful in some cases
  14. Hi I made a 2 part video tutorial on FLIP Tank simulation and the other one is about how to render the simulation. They are both targeted for beginners level. The first video is titled, "FLIP Tank Basics for Beginners" and demonstrates how to setup a FLIP Tank sim and how to use the Waterline feature. I explain how to setup the FLIP Tank so you can actually see what's going on inside the container in the 3D viewport when you cook the dopnet before you render. The Waterline feature will allow you to simulate the fluid so that it passes through the boundaries of the container. The 2nd part of video tutorial is on how rendering and how to render out the FLIP tank scene from the first video. It's titled, "FLIP Simulation Render Setup in Houdini". This video is also targeted for a beginner level. I talk about the difference between DOP Import vs DOP I/O. And the concept of inputting data into the dopnet simulation and how we need to extract data out of the dopnet sim into another context for rendering. I'm still finding my style in teaching, if you have any comments please feel free to give me some feedback. And if you have a topic you want to see, feel free to post that in the comments as well. I might not get to it right away because it takes a lot of time to edit these videos, but it will come eventually. Thanks!
  15. Hello, I can't figure out how can I reference houdini attributes in the octane network material. I see there are two nodes called "Color Vertex Attribute" and "Float Vertex Attribute" but I don't know how to use them or reference the attribute I want. I can't find anything about them in the documentation either. Does anyone know how to do this?
  16. Arnold volume not rendering

    During an Houdini course a teacher ask us to render volume with Arnold, so I create a sim with pyro solver and a volume shader, and I render, sometimes it works sometines not ? I'm a bit dissapointed, I really don't understand, if it's not working all times ok but in my case sometines yes sometimes no ??? Can you help me please Thx smoke arnold.hip
  17. Houdini Rendering Issue

    Hello, I am needing advice/solutions in regards to my current pyro render in H17. I am doing a volcano plume with some billow smoke, I have a pyro shader sourced into a OBJ merge for my Mantra. I also have a directional light and an environment light that has a 2k IBL. The sampling on my environment light is at 10 and also my mantra pixel samples are at 12x12 and I seem to not be able to get rid of this flickering happening with my environment light. I have looked all all sorts of setting and such changed my HDR to a .rat yet it still doesn't see to remove this flicker. My camera is set at 1080 and is doing a slow pan over 300 frames. Would anyone be able to advise what this may be? Thanks, K
  18. 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
  19. Hello everyone. I'm setting up a crowd scene for a massive battle scene. There are a lot of props inside the system and corresponding materials assigned by "style sheet" however when I scrub or play the timeline maps vanish. They don't get erased they still show up in render however the viewport shows default grey material. How can I fix this?
  20. 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.
  21. 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
  22. 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,
  23. 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
  24. 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?
  25. 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
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