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Found 333 results

  1. Hello wizards! I am doing some glass renderings, and for a very specific case I am facing a problem that could be potentially solved by limiting how far a refraction ray should travel. Like, if the next level of ray depth already travelled a certain distance kill it and return the color of the environment for example. This is because there are some cases where my object could refract itself which is something desirable but only at a certain distance. I found on the documentation that there is a maxdist for the RayOption on the trace() and refractlight() function, but I have no idea how would I go into using it or building the shader. The render configuration right now is using a custom lens that at the beginning of the project meant for it to let us see the other side of this water cylinder, I can hide a portion of it by limiting the far clipping, but then of course parts that are inside the refraction will still be visible, that's why I'd like to be able to kill the refraction rays if the have travelled a certain distance since self refractions are still desirable for the surface's top part. So far what I would be trying is a combination of manual masking and using the RayLevel image plane that gives me a little of what I need but still not the perfect solution. Certainly a bit of help regarding manipulating the rays within Mantra would be of huge help.
  2. Hi, I can't find a way to get what I can get with a colored specular map in Substance Designer. I'm basically trying to get a fake iridescent effect by coloring my specular map, but in the principled shader, the specular is a float type, so no way to put some colors in there.. In the past I was on Maya with Renderman and there was a specular and an edge color parameter, in wich I was able to put some color, but no parameter is a color in the principled color. I'll put some screenshot of the desired look I want. It's done in Substance designer, with a black diffuse, a normal, a white specular and the colored map in the specular edge color. It'll be used in a movie project for my school so I really hope to get some help , please help !
  3. TriPlanar Shader for Mantra

    Hi all! When I create or download assets for outside set dressing (rocks and stuff) I often wished that Houdini had a decent tri-planar mapping shader. I'm used to it from game engines and it is so convenient not having to create UVs for this type of geo! I like to use volumetric modeling in Houdini for such assets and it can be quite a PITA to create UVs for geometry like that (good UVs that is, that also work in closeups with no seams and no stretching!). With tri-planar mapping you don't need no UVs – just slap the textures on and you're good. Of course it has its limits, but still. So as the built-in tri-planar node in Houdini is quite a pain to use and most of all does not work for normal maps, I decided to create my own. With this Mantra shader I can tri-planar map all needed textures (diffuse, normals, roughness, displacement) at once. And I added a decal mapper as a bonus, to be able to add some details here and there. If anyone's interested, it's free: Description, Download & Video page: https://deepwell.at/pages/triplanar/ [deepwell.at] Direct link to video: https://vimeo.com/637772787 [vimeo.com]
  4. mantra: Could not obtain vex

    Hey I am having a problem while rendering my Ocean Surface. Mantra is not displaying anything in the render view. I can see "mantra: Could not obtain vex from op:_auto_/mat/oceansurface " Any Idea what can be the reason of it, It is keep failing the render!!
  5. Water Splash

    Hi Everyone, I am trying to create a water splash with separate water trails as shown in the below image. I have created separate sim for splash and main water sim. Using object velocity to emit splashes but unable to get proper shapes of water splash as per reference. Any ideas or suggestions will be of great help.
  6. This is a preview of the Houdini 18.5 knit tutorial series Artstation https://www.artstation.com/nemikoait Instagram https://www.instagram.com/nemikocg
  7. Rest position in layered material

    Hi all! I'm trying to create a layer material and it works fine so far - using it in a mix works as expected. But when I try to use attributes, e.g. the rest position, the binding fails as soon as I use the material as a layer. When I use it directly (assigned it directly to a geo) the binding works fine. And when I use it as a layer (and assign the layer mix to the geo) every other aspect also works fine - just the rest position suddenly is not known anymore (although the geo has not changed and still has the rest pos of course). Attached is a sample scene. The custom shader ("myshader") has a parameter "use_rest". With that you can switch it from using the usual P to using the rest position instead. You can assign the "myshader" material directly to the sphere (everything works fine with both, P and rest) or assign the "layermix" to it (only works with P but not rest). Any ideas? Regards Johannes layered_shader_rest_pos.hiplc
  8. I've been working my way through the free Rebelway asset creation courses and the same tiling method is being used in both of the first two parts for COPs and VOPs tiling. However, I ran into a snag around 4:27:00 of the first masterclass, where Saber bakes out the flattened Torus to assist in tiling the texture. Perhaps, I did something wrong when rendering it out of Mantra, but my rendered texture looks correct, and I'm getting some bizarre banding when trying to implement it in the Tiling Part 2 section as well as the tiling section of the second VOPs course even though I seem to have everything hooked up properly. I posted this question in the YouTube discussion, but no response and it seems like someone else posted the same issue on there already. In any case, I wrote Rebelway to ask if they still had the assets, which they don't and informed me that the course was discontinued because they need to update it for use with the latest version of Houdini. So, I'm wondering if it's possible that SideFX changed something under the hood in Houdini 18.5 that's messing with this workflow, or am I just improperly baking out the texture? bake_torus_scale_1_1_1K.exr
  9. This is more of a minor annoyance than anything else, but I'm working through part 3 of that free Rebelway asset creation course and around 9:30 I noticed a different behavior than in the video when trying to shade a VDB fog in the viewport with standard distant lights. It seems like the light gets cut off at the surface of the volume, and as far as I can tell it's not caused by the Arnold lights or anything else in the scene. The set up is super basic, and the same thing happens when building the scene from scratch in new projects. That said, it would be nice to have lights interacting properly with the fog, so I thought I'd ask to see if anyone has any idea what might be causing that. I know that this masterclass was created in a much older version of Houdini, perhaps as early as 16.5, so I imagine it might be a version difference, but it seems like a silly behavior to change. Might it be a bug? It still happens after updating Houdini...
  10. Bake lightmap Mantra

    Is there a way to export just one jpg of the "direct" channel for each UDIM? So far i have managed to export an exr with the final rendered texture, the direct illumination. If i export as jpg the result are really funny colors i guess because both channels are merged? How can i export only one channel?
  11. I have a problem when rendering over 10 million instances, the instance is just a simple beveled cube, the instancing points have varying Cd and pscale attributes, while the pscale can be inherited directly, I have to use a material sop with overrides use local variables turned on and parameter set to basecolor with value @Cd.r, @Cd.g, @Cd.b, in order to use the point color as instance color. My 64G memory gets eaten up after a long preparation time, and houdini stops working. What is the problem?
  12. Blue Text Under Node

    Hey friends quick question for you. I've searched far and wide without any success - I'm trying to add the blue text under a sop, like the mantra node has: How on earth does one go about this? It's driving me up a wall over here. Thanks fellas, mavencolby
  13. Hello Wizards! I have a quick question for all VEX samurais over there regarding as the title implies the clipping planes of a lens shader. So far I understand and am able to manipulate the P and I (direction) of where the rays are shooting, but I'm trying to find a way to modify the far and near clippling planes of my render. So, my concrete question is: what is the CVEX declaration of the near and far clip plane in a lens shader? I mean it should be something in the lines of: export vector P = 0; //Ray origin in Camera space export vector I = 0; //Ray direction in Camera Space export int valid = 1; //Whether the sample is valid for measuring //tried this as referenced here: https://www.sidefx.com/docs/houdini/vex/functions/orthographic.html but no dice export float clip_near Thanks a lot for reading Cheers!
  14. I don't know why but whenever I try to click on "Render to Disk" in Mantra ROP, it starts background rendering even though I didn't click on "Render to Disk in Background". Does anyone know why is this happening ? I don't want to put rendering in background.
  15. Ocean Foam flickering

    My ocean foam particles are not flickering, but for some odd reason when I render the foam shader flickers as can be seen in the attached video. Does any one know what's going on here? tmp.mov
  16. This is a preview of a series of tutorials on how to create an ice growth in HOUDINI.
  17. Hello, I'm trying to render liquid that splashes on the ground, with caustics. I think the flickering might happen because of intersecting geometry. And for some reason render view looks fine but mplay renders the caustics a bit darker every few frames. I would really appreciate some help, as I just dont know what else to do. Thanks!
  18. In this tutorial we will create a cold explosion with you procedurally using houdini and add details such as cold smoke particles and ice pieces. And then we render everything
  19. I want to apply a “dirt mask” only in part of my geometry considering its position (P.y) for that. Let’s say I have a 3 meters cube, I want to get a black color in the geometry part below 2 meters and a White color to the last meter. "Rest Position" and "Global Variables" are not working because they are considering the camera position and not the one from geometry.
  20. Hi. I have an image rendered with Mantra in Houdini. Please let me know if there is a way to do it with a python script. Do you know how to copy only this mantra node to Nuke and that image can be loaded directly from Nuke? Thank you.
  21. I am trying to do some point replication in mantra at render time with replicate point procedural shader but when I apply the procedural shader to the SOP geo that I want to render I get the error in the attached log and the render comes out completly empty. error_log.txt
  22. Pyro render issue mantra

    Hello everyone, i'm having an issue with rendering my pyro sim in houdini 18 in mantra, the sim is visible in the viewport but not able to render in mantra render view and idk why. I'm attaching my file plz help me out where i went wrong. thank you. campfire5.hip
  23. Pyro render issue mantra

    Hello everyone, i'm having an issue with rendering my pyro sim in houdini 18 in mantra, the sim is visible in the viewport but not able to render in mantra render view and idk why. I'm attaching my file plz help me out where i went wrong. thank you. campfire5.hip
  24. Hi Guys. I downloaded this FBX file a while back and it's been great. It's a Mark VI ship that's textured. I brought it into Houdini and mantra reads it well. The only problem is I'm using Redshift for the scene with water and I'm not sure how to get redshift to read the shaders or how to connect them. I can't seem to find any useful tutorials on this either. A couple years ago Grand Master Atom was amazingly helpful with a script that he wrote for redshift to read downloaded shaders but I can't get that to work anymore. I think the recent updates over the years broke that script or something. Anyone know how to connect so redshift reads the shaders? Pierre Mark_VI_Patrol_Boat_Dirty.hiplc
  25. Hey Guys! This issue is driving me crazy! When I try to render my model I get a bad artifacts in the shadows. I think its most mantra problem. Tried different renders (Redshift, Arnold) everything is ok. Tried many debugs. Did anyone had a chance to encounter this problem? Images and scene attached. bug_scene_v001.hip
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