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Found 63 results

  1. Hi guys, I have a magazine prototype I've put the front cover on using a redshift texture sampler. I can't find out how to make the material respond to light though - it stays the same brightness no matter what. This is probably a very silly, easy to answer question but I can't make it work...still inexperienced in all this. If anyone has the answers please let me know!
  2. Hello guys, I have a sphere that I use as a background for my render in Mantra. I am using an environment light with an HDRI texture as a source of lighting. My problem is that my background blocks the light from reaching my geometry. I have tried using Light Mask and the Light Linker but without success. Any ideas? Thanks a lot
  3. Hi! I'm working on a project with pretty limited rendering resources and am trying to avoid an expensive environment light on my hero volume. I have dialed back Mantra's step size, shadow step size and opacity step size but I need more. I have also tried reduced the environment light's sampling quality but it seems to need to stay at 2 for my 16spp render. I am using volume shader core, and of course volume indirect is off. I am super-curious to hear any tricks to get a similar look to an environment light without an environment light. When I think about it, for a volume it is really the AO-style overcast day lighting that I really like. I think (but need to test) that multiple area lights on my volume would be just expensive as the environment light... but I am wondering if there are any old-school tricks to replicate the AO look with only point, spot and directional lights. Similarly, if there is any way to hack up an AO volume shader in VOPs rather than computing true lighting. I feel like there must be some old-fashioned ways of lighting volumes that can get me 80% of my look at 10% of my render time... but if not, I will at least learn more about Mantra!
  4. Mid-Snr Houdini Generalist

    DupeVFX are looking for a Mid-Senior Houdini artists to join our small growing 3d team in East London. We are currently at the stage of switching to an almost full Houdini pipeline, wanting to take advantage of using Solaris and USD to drive the pipeline backbone and PDG for automation. The two roles we are currently interested in are: - Lighting artist with production experience using Arnold for Houdini. Solaris experience a bonus. - Pipeline oriented Houdini artist to help develop our Houdini/USD/PDG pipeline and integrate with our internal pipeline tools. We would also welcome very experienced supervisors that have run multiple shows using Houdini as the core DCC. To apply send an email to joinus@dupevfx.com
  5. Place Highlight

    Hi all! Does Houdini have a feature to place highlights/specular reflections? I.e. you're in camera view, select a light, and press an object where you want the light to create the highlight. The light then changes position to create that highlight relative to the camera. From the documentation it seems something like this might exist in LOPs context, but I'm looking in regular scene view. This is a built-in function on other DCCs, so hoping Houdini have it hidden somewhere. It's very handy to place highlights on beveled edges etc.
  6. Hi, i'am trying to instance lights on custom points that were created from geometry, but render doesn't start at all or rendering and loading a lot slower than standard primitive geometry and ram usage incredible high. If anyone can help, I will be very grateful Custom points https://prnt.sc/sz0fcl Grid primitive https://prnt.sc/sz0grm inctance_problem.rar Problem is solved, pls delete this topic
  7. Am trying to have some light coming out from my particles and i am using a geometry light But i can't even see the reflection on the ground, i just have a little bit on my subject. I've also tried to use a sphere and copy to points with my particles but the result is very unnoticeable. Magician_Particles_V34.hipnc Ganfaul.abc ( Geomerty in the Character Animation Node )
  8. Hi people, Disclaimer: I'm pretty new to houdini and I'm probably using it in a way more basic way that most people. I really like the basic Color SOP node, using that to apply a color to geometry. However, if I want to apply a texture map to geometry, I've been using the UVQuickShade SOP. My question is - if create two cubes and apply a color 1,0,0 using Color SOP to one, and I apply UVQuickShade using an image that is constant color 1,0,0 to the other, why do the two cubes look different in the viewport and in renders? Render Hip
  9. HI My extended ocean have very high specular and I couldn't reduce it or ged rid of it. My lighting rig is Sky Light light, rendering in Mantra using the default ocean surface shader. I tried everything i know the specular is still there, even when when lights are off , I have turn off the "reflect lights" option, the specular is gone but I end up with a flatten not nice look.. Attaching frame example Thank you!
  10. hey guys. I'm a little in trouble. Arnold mesh light doesn't work well though I've tried it in the documentation and the topics here. Attach hip data. What is the problem? meshlight_test.hip
  11. Hello! I'm a student in fourth year in Animation/VFX at Filmakademie Baden-Württemberg, currently starting production on our diploma project including some really awesome VFX shots. The film is a 2 minute social spot promoting renewable energies for private households, the title is "Mother Nature's Power". The story will be told with footage shot in Iceland and in a studio and then some disasters at the film's climax are VFX / Full CG parts. Here are our three key concepts for what we'll create photo-realistically later on: (Oil Rig being crashed by an iceberg) (Coal power plant falling into a sinkhole) (Volcano erupting and the lava turning into solar panels) To get to the point: We already have a big talented roster of film and animation students assigned and scheduled, but we are still looking for help in the department of lighting (Houdini/Redshift/Arnold) and assets (Anything). If you're a passionate artist looking for opportunities to collaborate then we can provide a platform for potentially awesome portfolio work. We'll be working on this for a year from now and we are very flexible with scheduling. Remote work is no issue at all as well. If you are interested, I can send you a project folder with details about our concept and approach as well as our animatic that is almost final and we can talk further. If you wanna know more about the heads of this project, here is the vita from me and the 2nd VFX-Supervisor on this project Lucas Bruchhage: https://www.linkedin.com/in/martin-egger-3d/ (Aixsponza, Mackevision, MPC) https://www.linkedin.com/in/lucas-bruchhage/ (Framestore, MPC) The main director that I share co-direction with is Nicolas Bori, student in Advertising Direction with a lot of production experience also. Check out his website here: https://www.nicolasbori.com/ We're looking forward to hearing from you! Cheers from Stuttgart, Martin Egger Contact: martin.egger@filmakademie.de
  12. Quick question. This is the diffuse AOV from a render using nothing but a distant light. To give you an idea, this scene is rather large. The geometry in this scene is a ocean volume and a plane. I have removed the displacement map from the material to isolate this as much as possible. I can not for the life of me find what sampling quality I'm missing here. Does anyone recognize this kind of circle pattern coming from the light?
  13. How can I render my particles with the isotropic volume lighting model and get self shadows? Its like there is no occlusion and I can see my particle field from one way to the other side, and I can't distinguish wich are in front and wich are in the back... Cheers, Diogo
  14. I am experimenting with creating an adjustable procedural softbox texture using a COP node. It's working well, but I am not getting interactive updates with RS IPR renders. I have tried using it as a texture on a RS area light, and as an emissive texture on an RS material. It works in both, but neither has live updates in the IPR window - manual refresh works just fine. I am wondering if there is a way to wire this up better to do that, or if this just not something that is possible? Current path in the texture slots: op:/img/img1/Softbox_Gradient_Builder_COP1/subnet1/softbox_out COP node:
  15. Hi everyone, we meet a problem here. Our group are using Houdini to do the sand interaction effects, but we do the lighting in Maya. How could we do the transfer? For now, we just do the lighting in Houdini to try to match the lighting which we did in Maya. We use the Maya engine to import the sand particles from Houdini, but it occupied a lot of virtual memory. Is there anyone could help us ? We hope to find out how to solve this problem. Thanks a lot!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Looking forward to any suggestions!!!!!!
  16. Senior artists Wanted

    Calling all Character FX, Lighting and Environments/DMP artists! We are after Senior Artists immediately for short term work until December. Come and join our wonderful studio in beautiful, sunny Adelaide. If you are available, submit your interest below! Lighting (Katana skills required) https://www.smartrecruiters.com/MPC/743999692215810-lighting-key-artist Character FX (Maya and Houdini required) https://www.smartrecruiters.com/MPC/743999683070101-character-fx-artist Environments https://www.smartrecruiters.com/MPC/743999691502006-environments-artist Digital Matte Painting https://jobs.smartrecruiters.com/MPC/743999693384233-digital-matte-painters If now isn't the best time, it would still be great to hear from you so we can keep you in mind for future opportunities. Please make your availability clear in your application.
  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. 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,
  19. 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
  20. 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
  21. 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
  22. What is the ODFORCE of lighting?

    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.
  23. Specify light color in Kelvin?

    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.
  24. 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?
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