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Found 6 results

  1. Instancing Lights

    rendering 10.000 instanced lights takes forever. Instancing is supposed to make this happen, no? am i over the threshold or is there another way im not seeing? light_instancing.hip
  2. I would like to have the same Redshift Light setup from Maya, in Houdini. First I created a simple Maya script that copy's the RSlight attributes like intensity etc and places it in a .txt Now in houdini, I want to create RSlights on the same position, with the same attributes. The text file will look something like this '''[rslight1(x,y,z, 100 # intensity)rslight2(x,y,z, 50 # intensity)]''' How would I approach this in Houdini? My thanks
  3. Hi guys, I was wondering if it is there any way to change certain object's parameters depending on whether I'm inside of a subnet or not. Basically my problem is that I have a rendering subnet hda, which allows me to only render stuff that is inside, or referenced inside my subnet. But the issue is that if I have multiple subnets in my network with multiple lights in them, every light is visible in the viewport, making it hard to work with lights, since everything is visible and added together making the entire screen look blown out. I know I can disable the "Enable in Viewport" checkbox on my lights manually, but it would be awesome if it would be possible to only enable that checkbox on my lights when I'm actually inside my subnet and disable them when I go out from it automatically. In case anyone has any ideas on how to achieve this, I would appreciate if someone could nudge me in the right direction. Thanks in advance for any help! Best, Laszlo
  4. Hi, I have some particles that I was trying to use instance to Copy lights on them. But I want to control their intensity base on random point/id numbers, so each particle will follow different intensity. I couldn't come up with a way to control the lights intensity for each individual particle separately. I came up with the idea of using copy stamping after my popnetwork node. but I need to use a way such as object merge, but unfortunately it doesn't support lights. I would like to know if there is anyway to import light in my nodes with something like Object merge. Any idea that how can I do that or how can I control each individual lights intensity based on random id/point number? Thanks
  5. Hi guys, i have a question concerning light components in H13. I have the following case: I want a light that only contributes to direct diffuse illumination. According to the documentation it should be possible with the category syntax to do just that, however i cannot seem to get it working. Here is the use case: The candle on the table has no illumination. The illumination comes from a sphere light. The sphere light has indirect contribution turned off because of noise issues. However the sphere light still contributes to direct reflection, where only the pyro sim should contribute. I cannot seem to dissable everything but direct diffuse on the sphere light....
  6. Hey guys, I have 10 shots with about 200 clouds altogether and would like each cloud to have its own lighting setup. Lit one perfectly at the origin with 5 lights: 2 bounce lights, sun light, shadow light, and a light inside for multiscattering. I setup all the clouds in position and would like to procedurally light link 5 lights to every cloud. Any idea how I can go about doing this without going into the light linker and linking each cloud? I'm going to keep my original setup and copy all the parameters into the other lights so I can adjust it later to match the lighting of the rest of my scene in Maya. I haven't been able to find anything it. Maybe I'm not being creative enough. Anything will help! Thanks in advance. -Greg
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