Jump to content

Search the Community

Showing results for tags 'lighting'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 47 results

  1. 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
  2. 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,
  3. 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
  4. Thistle One

    Hey all, this is a collaborative project directed by Bobby Beck from Pixar (ex employee) and a bunch of artists from all over the world. My role was FX lead/sup so I did both shot works and lead roles on the FX side. All done in Houdini and rendered in Arnold. Thanks for watching and feel free to share it all over. https://www.youtube.com/watch?v=sl0J4XoARjk
  5. 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
  6. Hey gang, I'm starting to light more and more and was wondering if anybody had forum recs... I haven't found anything CG-centric that I like yet, although some of the advice posts on cinematography.com are fun to read.
  7. Is there a way to feed in say 5000K as my light color in the Color Editor? I see there is a temperature slider in the TMI section but I don't understand how its [-1, 1] range maps to the normal black body gradient. Specifically, when it is at the lowest it seems to be a bright yellow instead of a deep red. Also (off-topic) is there any quick way to get a light to "look at" an object? I see there is a constraint I can add but I just want to do it quickly and interactively in the viewport.
  8. Hey everybody! I am trying to work up my skills in surfacing by competing in this month's RenderMan challenge. I am currently using Mantra (because the RfH for RenderMan 22 doesn't come out for a few more weeks) but I have a few extremely basic questions about the workflow. I am using the Lookdev desktop, and using the built-in test geometry. 1. In the light bank data tree, I am only able to change intensity but not exposure. How can I change this? Do most lighters work in intensity or stops? 2. In the object appearance data tree, I am only able to assign materials at the object level. Is it possible to assign materials to groups from this UI? 3. When you lookdev terrain, is it more normal to scale your uv coordinates in the shader network or go back to the geo and use uvtransform to scale tiling textures up and down? Or do most people just use triplanar projections on background buildings and landscapes? 4. (Technical) I was looking into light instancing and found that with the template light you can write your own light shaders. But is that only in /shops? What is the current /mat way to write a light shader? 5. (Technical) I noticed that render times are faster with packed geometry, but then I lose all my material assignments. Why is rendering packed geometry faster? What is the currently accepted way to lookdev packed geometry without losing all your material assignments? 6. (Technical) How does light instancing work? It seems a little strange to me that the instancing tool is completely separate from the copy-to-points SOP. Is the instancing tool just running a for loop at IFD creation time? Are there any other common approaches to procedural light scattering?
  9. 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.
  10. 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
  11. Houdini For The New Artist

    Download the Course Files & Watch for Free at CG Circuit https://www.cgcircuit.com/tutorial/houdini-for-the-new-artist Hello ODFORCE! I'm very excited to share my first Houdini course titled: Houdini For the New Artist Houdini for The New Artist is perfect for anyone interested in learning Houdini for the first time. To keep things interesting, we learn about the basics while building "Alfred the Rhino" from scratch. If you're looking for an intro tutorial that gives you a bit of everything, fun to work with, and straight to the point - this is for you. Be sure to check out the full course and download the course files and practice along. Thank you for watching! Course Outline Intro 42s The Interface 12m 26s Setting up Our Project 12m 53s Utilizing Attributes 10m 47s Caching 8m 23s Applying Materials 9m 55s Adding the Backdrop 6m 41s Basic Shading Parameters 5m 36s Lighting 9m 30s Rendering 12m 29s
  12. Houdini Lighting Artist - Interference Pattern

    Houdini Lighting Artist Interference Pattern are recruiting for a full-time Houdini Lighting Artist. The Role We are looking for a Houdini Artist to take a lead lighting role on projects. An ideal candidate would also be skilled in Nuke (or similar compositing package). The Role requires a broad knowledge and experience of the entire 3D Pipeline, with a focus on producing polished lit shots. We appreciate that potential candidates may have varying levels of experience; we are primarily looking a proven track record in turning out great looking work using Houdini and a candidate who can demonstrate a strong sense of visual aesthetics. Responsibilities Responsible for final Houdini 3D scene assembly and output, including Digital Asset creation, setting up lighting and rendering final outputs. Working closely with a project’s creative team, directors and clients to define the best approach and execution for projects. Optimize and troubleshoot lighting and rendering problems. Additionally candidates may be asked to work on compositing final shots dependant on experience. Shading/texturing work as and when required. Requirements Demonstrated knowledge and experience of Houdini within a production environment. Strong understanding of multi pass 3D rendering and compositing. Strong understanding of lighting/shading/texturing principles and techniques. Knowledge of rendering techniques and optimization processes to minimise render times. Ability to work within a style established by the Client / Creative lead. Experience with Nuke or similar compositing package (eg Fusion). Programming or scripting skills would be beneficial, but not essential. Ability to problem solve and predict potential problems. Strong communication skills are critical. Artist must be able to work within a team, taking direction and exercising attention to detail. Solid work ethic and a positive attitude in the face of challenges Strong time management skills and organization. Minimum of 3 years production experience and a degree qualification required. If candidates do not possess a degree, 5 years production experience required. Degree and work experience requirements may be waived if candidates can show exceptional skills. Currently be able to work in the UK. Able to be located on-site in Edinburgh About us We are a small and perfectly formed animation studio based in Edinburgh, one of the most beautiful cities in the UK. We do a diverse and interesting range of work, including documentary features, commercials and original shorts. Application process To apply, please send us your CV, cover letter and links to an online showreel or portfolio to info@interferencepattern.com Job Type: Full-time
  13. Hi all, I'm confounded by a scenario and I'm hoping that someone else might have run across this. I have a light shader assigned to a Light Template object: let's call it myLight. It behaves as expected for non-motionblurred frames. But when I place it inside a subnetwork, put extreme motion in rotation and translation on the subnet, add a generic Light (spotlight) object to the subnet (at the same level as myLight), the generic light motionblurs properly but I get no motion blur my myLight's contribution. Here is the poignant code and information that I can tell: light myLight() { vector Plight = ptransform("space:light", Ps); Cl = max(0, 1-length(Plight*set(1,1,0))); } I am using Houdini 16.5 Mantra Raytrace mode. I am using exclusively xformational motion blur, 2 motion samples. I have the above light shader assigned to a Light Template object: myLight. myLight and a generic Houdini spotlight live in a subnet that has extreme translation and rotation animation. It behaves as expected for non-motionblurred frames, with and without rotational and translational transformations. It looks exactly the same with motionblur turned on, but the light from generic Houdini spotlight motionblurs properly in the same render. The vector version of the transformation, vtransform("space:light", -L); Seems to respect the translation component of the motion blur. BUT NOT the rotation component. So generally, myLight WILL motionblur, but not consistently in the right direction/magnitude. Weird. I have tried using the explicit path of the Light Template and to its containing subnet to see if I could jigger it. And the results are exactly the same: vector Plight = ptransform("/obj/mySubnet/myLight", Ps); vector Plight = ptransform("/obj/mySubnet", Ps); So I am wondering if I'm using the right transformation, the right variables, and if I am to add any special rendering intrinsics to the Light Template object to get the "space:light" transformation to respect the motion blur properly. What am I doing wrong?
  14. Hi, Not sure what is going on here, but if you create a dopnet inside a geometry node, scene lights wont affect pyro in the viewport. If you back out of the dopnet, then you can see the light affecting pyro. However, if your dopnet is at object level lights will affect pyro. Why can't my dopnet be inside a geometry node and have the scene lights affect pyro so I can see whats going on? Photo 1 is inside the dop net. Phpto 2 is inside the geometry node but outside the dopnet. Thanks smoketho.hipnc
  15. Either you are junior, mid or senior, good at modeling, texturing or lighting... No matter what, as soon as you can show a quality portfolio, have interest for Moment Factory's projects (from pure 3D animation to hyperrealistic projects on a variety of multimedia platforms) and looking for versatility in 3D tasks, we have openings for permanent or contract. Here is our content reel: http://bit.ly/2rzJKbE Our works: http://bit.ly/2tJMlAB Please note for urgent matter, we will consider only artists eligible to work in Canada. Please send your resume or LinkedIn profile and portfolio or demoreel to julietb@momentfactory.com
  16. Hope this in the right section, it's a bit of both effects and lighting/shading! I am working on a shot that involves an ocean surface in overcast lighting and I'm really struggling to get it right. I am aiming for something like the attached image but my attempts have come out looking way too glossy/specular by comparison. When I try to push the overcast lighting, I also run in to the problem of the scene really flattening out. How do I keep the detail and contrast in the waves without any bright highlights? I am currently working with mantra but hope to switch to htoa. Thank you!
  17. Hello!I am having a few bugs with the houdini toon shader.In some scenes it appears as though there are two objs on top of each other and intersecting, when there is not. Also, some parts of the model are just black under lighting while others are not.Has anyone come across this? If so does anyone know any ways to fix this? Thanks
  18. Hi, I just released a new tutorial about lighting and rendering with Mantra in Houdini. Over 5+ hours of content. Topics include Cameras, Lights, Lighting Setups, Materials and Shaders, Render Settings, and Scene Management. If you don't know where to start with Mantra, or with lighting and rendering, in general, this is a pretty good, comprehensive explanation: http://helloluxx.com/product/houdini-training-learn-jumpstart-vol-8-intro-to-lighting-rendering/ -Adam
  19. Hi everyone, I've noticed an issue shining a light through a refractive material. The refractions don't seem to be energy conserving. Using a point light with intensity 1, exposure 0, no attenuation, shining through a grid with a basic mantra surface material with refractions enabled, the brightness values of the resulting pixels in the render are extremely high. Some are as high as 4,000. Why is this? In this thread, Symek mentions that the BSDF model is not inherently energy conserving, so it would have to be applied post-process. Seems odd that this wouldn't already be done in SideFX's shaders... If that's the case, though, how can I make refractions in the mantra surface shader energy conserving? Thanks, Chris EDIT: Forgot to upload sample scene, here it is light_refraction_broken.hip
  20. Hey, For a side project I'm working on I'm trying to create random/periodic lighting strikes. I'm trying to get a line with animated noise on it to increase its length to a set max value, pause for a few frames, return to a length value of 0 then have it hit the max value again after holding its value again. I have multiple [lines] with different length values (with a point VOP to create the noise) feeding into a [switch] I've tried using multiple expressions like floor($F/24) and $F % 2 and a fit range. I've gotten the values to switch after 24 seconds but not switch back; and to switch back and forth but it does it every frame and it's too fast. I've also gotten the switch to count up every X seconds (i.e. 1, pause, 2, pause, 3, pause) but not count back down. Anyone have any ideas?
  21. Lighting TD - RISE FX - Berlin

    You are a Lighting TD for several years now and love to work on movies with a very high quality? RISE FX is currently looking for Mid to Senior Level Lighting artists to join our team ASAP for very exciting feature projects! Required skills: experience with Maya is a must; Nuke and Mari are a plus experience in shading, lighting and rendering with Houdini and Mantra advanced knowledge of pbr shading techniques advanced knowledge of both traditional lighting and hdri based lighting using fg and gi techniques advanced knowledge of lighting and shading for multi-pass output good knowledge of scene file optimization for rendering Responsibilities: you can efficiently follow your cg supervisor’s creative and technical briefs you have a perfect eye for detail and realism you are able to adapt your light as the brief evolves you have the ability to work in a team of creatives you are comfortable in working with deadlines you have a great sense of humour If you are interested please send an email with a LINK to your newest SHOWREEL and a CV to jobs@risefx.com. We are always looking for meeting new talents to join our lovely team! PLEASE NOTE: You need a valid working permit for the European Union in order to apply. Unfortunately we can’t assist you in getting one for the moment beeing.
  22. Stag in a bottle

    This is a small project i had been working on lately, mostly had to limit myself with the render settings as this almost took 1 hour per frame. any feed back would be appreciated. Thank you
  23. Hi, We started using deep rendering and noticed nuke scripts literally explodes if we forgot to check "Exclude from DCM" for each extra passes. My problem is, how do we exclude base components from DCM, like Direct Lighting and Indirect Lighting? There is no Exclude from DCM checkbox for those passes. I tried in H14 and H15. Do I need to manually export those passes in the Extra Image Planes section? Thanks Maxime
  24. - Having experience in houdini project (modeling to lighting) - able to used environment variables or an intelligent adaptable scatter system - willing to stay in Batam, Indonesia - please send your CV and porto / reel to ifwcareer@frameworks-studios.com with subject : Houdini artist / Houdini Supervisor
×