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Found 305 results

  1. Hi, I have mantra rendering issue. When rendering from render view is fine. However, when doing batch render "Render to Disk", I am getting critical error message as below. It was fine until 17.0, and this happened recently with 18.0 and 18.5. However, I suspect WINDOWS auto update significantly influences, instead of Houdini problems. If anyone knows how to fix this, it would be great, thanks!! My PC AMD Ryzen 9 3900X 12-core Northbridge AMD Ryzen SOC rev. 00 Southbridge AMD X570 rev. 51 NVIDIA GeForce GTX760 ASUS ROG Crosshair VIII hero wifi DDR4 128GB Houdini 18.0.499 Error ---------------------------------------------------------------- Command Exit Code: 139 4528: Fatal error: Segmentation fault -- TRACEBACK BEGIN -- Traceback from mantra 18.0.499 (Compiled on windows-x86_64-cl19.16): CURRENT THREAD 14400 +0x19b26f2f [UT_StackTrace::doTracebackIntoBuffer] C:\Program Files\Side Effects Software\Houdini 18.0.499\bin\libUT.dll +0x19b26c4c [UT_StackTrace::doTraceback] C:\Program Files\Side Effects Software\Houdini 18.0.499\bin\libUT.dll +0x19775b6b [UT_CrashHandler::setApplicationName] C:\Program Files\Side Effects Software\Houdini 18.0.499\bin\libUT.dll +0x19aa8194 [UT_Signal::processSignal] C:\Program Files\Side Effects Software\Houdini 18.0.499\bin\libUT.dll +0x2de6bf83 [seh_filter_exe] C:\Windows\System32\ucrtbase.dll See more in attached file error message.txt
  2. Hello guys, This is after much research that I resigned myself to a call for help First, my mantra freezes my computer when I tweak some stuff and see the result in real-time in the render view. I was advised to pause the render every time I make a change because of my weak computer (AMD Radeon 580x, Ryzen 7 2700X 8 cores, 32GB RAM). This improved and it crashes less. Now that I finally managed to hit the render to MPLAY or render to disk, it freezes at some point. Last time it was in frame 3. I tried to render with .exr, .tiff and .jpg, it is the same problem. I tried to adjust the camera frustum, which I believe reduces the area processed during rendering. Really nothing works (to my current knowledge), and this is supposed to be my first render! How sad!!! It doesn't generate a crash report (I think) as it doesn't really crash but freezes, and I have to force shut down my computer, which I did dozens of time and I am wondering if this is healthy for my computer to keep doing... I will upgrade my computer but at the moment everything is sold out so I am waiting. Any tips? Thank you very much
  3. 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
  4. Hey guys. This shading effect was originally made on Redshift. Does anyone know how to achieve the same effect on Mantra? . I’m new to Houdini and this is way beyond my knowledge. Any help would be much appreciated. Here's the hip file just in case. LiveScalingBulletsSetup01.hip
  5. Obviously this goes against the concept of what tiled renders are used for, but I was wondering if it's possible to somehow render the entire camera frame inside only one tile of a tiled render? And then map a separate camera to the next tile and so on. Thoughts?
  6. in the attached basic scene I dont get the aliasing artefacts away. Tried so much things... no problem in RM. Would someone mind to check the file and give me some hints for the rendersettings? thanks in advance. nested_dielectrics_finish.hip
  7. 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!
  8. Hello Houdini friends, For upcoming automotive commercial project, UPP Prague is looking for Houdini generalists, with experience creating photoreal CG environments. Ideal candidate should be a resourceful and reliable artist requiring minimum supervision, and able to deliver top quality work within tight deadlines. Your work could range from generating high quality models, textures and look development (Mantra, Redshift), to creating modular, CG environments related Houdini digital assets. This is 4-8 weeks contract, starting mid-November 2020. Due to current restrictions, you need to be able to work remotely (VPN). For more info, please contact dominica.jandova@upp.cz, and include "3d enviro artist" in the subject line. website and showreel: https://www.upp.cz/advertising
  9. I am trying to create watermelon juice splashing out of a watermelon. Kinda struggling with the shader. I'm playing around with IOR and reflections but failing to get that translucent kind of look a juice has. Any help is appreciated. Thank you!
  10. Hi everyone, I'm having a bit of an issue importing Quixel textures, does anybody know a way round this? From the Quixel forums I have looked at, I think this might have something to do with the Quixel texture (jpeg) not being properly converted into a 'rat' format . Any help would be greatly received.
  11. Rendering thin lines Mantra

    Hi all, Recently I have been trying to understand a bit more about rendering. I was trying to achieve something similar with Mantra. My approach from past experience would be running a pop sim and drawing lines out of the particles to create straight trails as the picture shows. I would then volumerasterizeattributes an attribute like curveu which is ramped to control the intensity along the curve. It would essentially create a volume to render in Mantra and then use Micropolygon rendering to render the volume slightly faster than PBR. I would use a pyroshader and would wire the rasterized attribute into the temperature and density to give it some intensityand color. What I can't seem to achieve is these thin lines that are shown on the photo, I end up with a very thick individual lines in the volume regardless how low I push the pscale or how high the point count is. I assumed I needed more subdivisions to prevent the volume from stepping which solved the issue to some degree but took a tool by being a lot heavier in the scene, but I still can't get the thin lines like in the preview. Can someone explain their approach on how they would use POP's and lines to create such result as the picture shows, or just clarify that it is indeed a necessity to push the pointcount quite high and reduce the pscale in volumerasterize as low as my hardware allows. Thanks, C
  12. Mantra render process script

    Hello I want to know process of 3d to 2d. Do you know the location that process mantra script? (Ex) mantra.py)
  13. Hello! Thanks for come here. I want to know process of converting from 3D modeling to 2D with mantra render. (I mean i want see python code or parameter..) because I'd like to get the object's minimum and maximum value of x,y coordinates on Mantra renderer (you can see picture). how can i do?
  14. I have two sets of color data for a single geometry. One is the color that I want the geometry to look like when rendered. The other is black and white and I want to use that to drive opacity on the 'Constant' material that I have applied. I have tried caching the geo with b/w and then using that on 'Get Attribute' node in the shader network. I tried a few settings, but it just turns opacity to 0/black and my geometry isn't visible after rendering. The geometry that I am working on is a polywire output. They are a lot of long and thin cylinders. Each cylinder has a gradient from one end to the other. This gradient is the black and white color that I want to use for opacity. The required output is to have these strand like objects have an opacity gradient. Where one end is invisible and the other is visible. I have the color data that has mapped it as I want. Just need a way to use that data on opacity parameter on the 'Constant' material. So what can I do to achieve the aforementioned output?
  15. hey people! Im having a terrible problem here. Im doing a guided ocean sim, problem is im doing a 0.004 particle separation and meshing. My final mesh is around 4 mil polys and The moment I try to render it with a simple 2k spectrum I get over 50gb in ram usage. Is there a way to reduce the ammount of polies at render time for displacement? I tried the dicing quality and flateness but nothing seems to work I can't even render with with a principled shader and a small scale disp noise. Same problem The camera is a close up, but I get the same problem even with the mesh on 10% of the screen Im using a 64gb setup
  16. Hey guys, I'm facing a problem when I want to render my extended ocean. Mantra crashes during the displacement creation process, and I'm pretty sure it's not an hardware issue (Ryzen 2700X, 64 gb ram). The output mesh is pretty bizarre : I have a surface created under the mesh when it should be flattened and so there should be no surface here : I dont know what's causing this, but I'm pretty sure that this makes mantra crashing everytime. I tried using a grid instead of the mesh and it's working. I think that what's causing this issue is that when I simulated the fluid there was no particle under the collider and so it results in this weird mesh, I'll try to simulate again with a larger particle layer to see if it solves something. Here are the meshing parameters : I can attach the file if needed but as there are heavy caches that needs to be calculated it may bothers when looking for the bug. Cheers,
  17. I'm trying to create rings in mantra that are larger where my scattered points are brighter. I've got a setup that works for that, but what I'm looking for iis for the rings on top of each other and overlap one another. I figure I need to loop over my point cloud one point at a time and then multiply the result on top of each other maybe. I can't seem to figure out how to get a loop that does what I want. I tried to follow the documentation for the point cloud nodes, and it even mentions that a few of them are useful in a loop situation but it's just not working correctly. Is what I'm trying to do even possible. I don't have a lot of experience with mantra. mantra_pc_lookup.hip
  18. ocean extension tiles

    Hi! I have some issues with my first ocean extension. It shows with strange lines and repetitive patterns. I merged two ocean spectrums, add seed on these parameter and even try diferent numbers on downsample that belongs to material builder. Anyone can tell me what's wrong? thanks in advance. ocean_extension.mp4
  19. rendering problems

    Hello, I want to render and export my simulation as a video; however, the first time I tried to render it, it succeeded but I cannot save it as a video, the error statement was shown as the first screenshot; the second time I tried to use mantra and directly render it to disk, but it gave me another warning shown as the second screenshot. Does anyone know how to solve the problem, or what is the best way to export my simulation as a video? Thanks in advance!!
  20. hi, I try to optimize Mantra rendering. This example is about glass object, so try to apply for high sampling and more refract Limit. To do it, I attached render properties from edit parameter interface in a Geometry node, as a screen capture showing. However, a rendering image seems to ignore and nothing reflected by the parameters. So far; - pixel Samples and refract Limit are not working. - Geo Time samples is succeeded to overwrite. I wonder if I am missing something else, or actually we can only overwrite some limited parameters.
  21. Hello, I made a comparison between Arnold and Mantra renderer about vdb motion blur. Mantra works like a charm, but anyone knows why Arnold volume motion blur looks like this??
  22. 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
  23. Hi everyone, I'm trying to render vdbs with motion blur using mantra and arnold. With mantra it's working fine, but with arnold the motion blur won't be proper. I made a comparison. You can clearly see, something is not right. It became more obvious when I increased the velocity. The motion blur with mantra is excellent, but with arnold it became a mess. Do you have any idea what is happening here?
  24. Hi. Like my reference image, I used displacement for the green color. (From Shader) (viewport) (render image) 1. How to soften the edges. (The edge naturally?) 2. I want to add noise to the green color once more, like using a lava shader. 3. It's confusing whether I need to do what I want to do in the shader or in the sop. If you do it in the shader... Is there a way to visually check it in sop? I also attach my hip file. Please advise. Thanks in advance. noise_test_dis.hipnc
  25. Hello, everyone! I have a question about shaders. Like in the image ... It should shine like a lava shader. For example ... I want to give a feeling of shining from the inside. It's like seeing inside a ghost's body. I don't know if the explanation is enough, but ... Could you tell me what keyword to search for? Is it just necessary to adjust the transparency of the mantra shader? Thank you.
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