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Found 204 results

  1. I have a main volume that I want to render. however In that volume I would love to be able to merge other volumes into it and use those volumes as extra image planes. This means that my second volume should NOT show up in my beauty pass, but be available as an AOV. is this possible? Right now I have it setup so I render the second volume separately, but I wonder if the other thing could be done?
  2. Maybe a basic question, but every studio I have worked at so far have had a custom node usable in the ROP context to fetch a cache. This way one was able to setup dependencies from your cache nodes to your Mantra ROPS. Is there a way to do this using standard nodes? I looked at the Fetch node, but it seems it can only target other rop nodes, like a rop in cops or similar. Cheers
  3. Houdini Lighting Artists - ETC LA

    Hey guys, we have a big need for Houdini Lighting artists here at Electric Theatre Collective LA. Any referrals are also welcome!
  4. Houdini mantra shadow~

    i just need self shadow don't need the shadow on another object how to do it?~Thank you
  5. Hi, I hope I'm not asking a question with an obvious answer, please refer me to the relevant resource if there is one! I have a geometry which rests on a plane. After rendering with mantra, looking at the edges of the geometry which rests on top of the plane, these are looking strangely bright ( I've tried with different light sources, different samplings, etc...) I have recreated said issue with a basic box on top of a plane ( see attached images and hip file) The same issue still occurs if I move the box down, and make it intersect with the plane. If any relevant, this is with Houdini Indie 16.5.496, on Mac OS High Sierra 10.13.5 Am I missing anything obvious? Thanks in advance for any suggestion you guys might have! close_up_Active_Render.0001.0.exr higher_point_Active_Render.0001.0.exr funky_bright_edges.hiplc
  6. Hi guys, I am currently building a environment for which I want to instance a lot of mega scan rocks. I am using the instance object so that I can instance thousands of the rocks with a huge hit. The problem is now that I turn on the displacement on the rocks everything comes to a halt. It looks like mantra is placing all the objects and then dicing and displacing the geometry. Is there a way of dicing and displacing the geo first? Should I just bake the displacement into the geo?
  7. Houdini to WebGL

    Hello everyone, For the past 2 years, I've been learning Houdini with the hope of transitioning from working fulltime as a HTML5 developer, into a 3D interactive visualiser. I'm using Houdini to further my understanding of 3D, realtime, VFX, AR, VR and machine learning. It is an amazing experience learning the software. This is a video showing the creation of a mech: https://vimeo.com/258470468 I then derived a realtime model from the high resolution version to create a 3D web presentation with options to alter the environment lighting, material and accessory: https://playcanv.as/p/zBVh4yEF Any feedback from the Houdini community would be amazing! Thanks, David.
  8. Speed up Mantra IPR

    Is there a way to stop Mantra from regenerating Scene ? at the moment I am working on some Shader and Texture work and and have only a Plane and a basic light and everytime I drop a node on to the IPR it regenerates the scene and makes my work for parameter changes very slow...
  9. Hi, I want to render a custom pass for clouds in mantra. The reference jpg shows a custom pass from Maya (density / ambient) and the alpha for the same clouds. In Maya a gradient ramp was used on the incandescence channel. Basically where the clouds are denser should be black and the opposite, for lower density I should have white. Can I replicate that with mantra? I'm using the sky rig tool so everything is calculated at render time. Thank you!
  10. Hi everyone, I'm trying to render a scene where my lights change colour/intensity between frames. I was hoping to see these colour changes in the motion blur but when I try and render it the light just stays a constant colour/intensity even though I can see it changing when I scrub through in the viewport. Has anyone else managed to get something like this working before in mantra? I've set up a simple test scene here with one light animating around and changing colour & intensity. Cheers! MotionBlur.hiplc
  11. Showreel 2018 Tom Freitag

    Hello, I am FX/CG generalist. Here you can watch my new showreel compiling some work for feature film, commercials, personal work and R & D. I am available for freelancing remote or berlin based studios. Breakdown: https://www.dropbox.com/s/94tmwcmkmk279c2/breakdown_reel_2018_tomfreiag.pdf?dl=0
  12. Hi all, First time poster, very new Houdini learner. Attempted to render a FLIP fluid simulation in Mantra, rendered to disk. Changed the file save type from .exr to .pic as I had read that this removes the watermark for Apprentice users. The render took 4 hours, however the resulting file output is a single .picnc file of 2017kb. Having looked over the Mantra parameters (screenshots attached of what I thought might be relevant information) I can't see anything that might explain why this happened. If anyone has any suggestions they would be greatly appreciated! Thanks in advance for your time & advice.
  13. Why is the roundededge node so buggy? I want to use the node as alpha in a layermix node. When i do so, i always get a message the my pc is running out of memory (i have 128gb ram). Somebody any solutions? kind regards
  14. Deform Bend Camera Ray?

    Is there a way to bend the I-ray over distance when rendering? Trying to do something similar to Interstellar space bending scenes. So far I got it partially working with multiple frustrum planes in front of the camera (at different distances). Those carry a shader which continues the I-ray in an offset direction (using raytrace). This seems pretty slow. So I was wondering if there is any other way to do something like that? Was thinking of using a volume / volume shader for that, but that might get a bit excessive ...
  15. hey I'm rendering some fluid with mantra, and I noticed that if I turn on motion blur the fluid gets darker, I thought it was an issue with low samples and noise, but even if I crack up the samples the fluid is still very dark compared to the image without motion blur
  16. Hi everybody, thought I'd throw up a simple file to demo the problem, In the context of rendering a flip sim mesh in mantra, with the env geometry as both holdout 'forced matte' and 'forced phantom' to have it still show up in reflections and refractions, I have a situation where by adding the object as forced phantom, it cancels out force matte. But as a work-around - it seems if I duplicate that same env geometry, by copy&pasting the sop, and setting that new sop to be the phantom and not the original, mantra renders as expected. Go figure... Cheers, Matt 01 Render with everything visible 02 forced phantom cancelling forced matte 03 both forced matte and forced phantom working after sop object duplication phantomHoldoutTest_v001.hip
  17. I'm trying to render out a volume inside of a clear object and running into an odd materials glitch. To test I have created a box with a default glass principle shader and a VDB volume of the same box shrunk down inside the box which I have colored blue. Rendering with Mantra, if the volume is inside glass box, it loses all color, but outside keeps it. There is one other issue. I really want the volume to filter the light to color, so the shadow/rays coming out of the volume should be roughly the same color as the volume, as opposed to being black. volumeTest.hipnc
  18. EXR meta data issues

    Hi there, I'm trying to set custom data as meta data using the mantra render attribute: "vm_image_exr_attributes" according to the docs i should be able to parse the attribute a python dictionary object, however whenever I try to do this: test_dict = {"count" : 0, "path" : "/jobs/"} my_node.parm("vm_image_exr_attributes").set(test_dict) I get the following error: TypeError: in method 'Parm_set', argument 2 of type 'std::map<std::string,std::string,std::less<std::string >,std::allocator<std::pair<std::string const,std::string > > > const &' What I am trying to achieve is a dictionary comprised of file paths that I can then check in nuke. Can anyone shed any light on this? thanks
  19. Hi!! I'm a VFX student new to Houdini and i'm having some problems to render a "stone" shader because some of the stones in my displacement show some kind of glitch / flicker. I'm rendering in mantra in a 3-5 samples setup, I've tried to put normal node and it make the same error. My shading setup for the displacement is "Zbrush displacement map + 2 stone textures with some fits + uv noise + uvxform, all of this connected to color mix that goes to displacement" my zbrush displacement is 8k resolution in tiff. Dragons_FlickerGlitch_h264_ivanp.mov
  20. matte and phantom?

    Hi guys, I have a simple question. I can't understand when i want to get render in mantra forced matte and forced phantom options. i get render separate every time for example if have destruction scene and if i want to get render that rbd, dust, debris, smoke etc. Do i need to put something forced matte and forced phantom in mantra settings? are they so important? thanks...
  21. Hi, I set up a some displacement in a material builder network. I think I set it up correctly. When ever I change and parameter on my noise, it does not update in the ipr. I have to manually click render every change. Is this correct behavior? thanks material.hiplc
  22. Hi everyone, I am trying to convert a displacement map from tif to rat with iconvert. I am getting some weird results and I am hoping anyone here might be able to tell me what the actual problem is. In the image you can see the different results I am getting. Only the original tif gives me the results I want. 8 bit is wrong of course but I thought I'd still include it. I am using the classic shader in Houdini 16. Thanks in advance
  23. Hi ! I just wanted to familiar with Mantra renderer. but It takes my time too long that I'm now just considering to buying Redshift or Octane .. Of course I know Mantra is cpu renderer. but I just added glass sphere and metal face modeling in the scene. and It takes about 5~8 minutes (default mantra setting) Did I have to do something ??? If you have some tips for Mantra rendering .. please let me know T_T and I want to know why houdini users love this renderer. I'm beginner of Houdini. Help me please !
  24. Hi! First post in this forum, I'm a newcomer to the Houdini world, recently researching Houdini FX and playing with the indie version, as I think, given time, it could be my main working tool (such an amazing beast!). I'm considering using Arnold with Houdini, as I am already familiar with it, but a question arises: what are the current limitations I will stumble upon with this choice on the long run? What kind of scenes and behaviours will need me to failback to Mantra or apply non-obvious workarounds? What worklflow issues have you found when working in a Houdini + Arnold production environment? Thanks in advance!
  25. I want to spawn some particles (rendered as sprites) and have their entire quad drawn every time -- even if it the quad is intersecting with other scene geometry! Is this possible? I have done this in OpenGL where I just disable depth testing before I draw my particle system but I couldn't find any option like that in either the POP nodes or the shaders. One terrible option would be to render every frame twice, once with the scene geometry disabled and one with the particles disabled and then composite them on top of each other... but that can't be the correct answer. I want to do this because I am trying to recreate the kirakira filter on iOS which overlays the image with jumbo starburst sprites to simulate a combination of glints and diffraction spikes hitting a lens. intersecting_sprites
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