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Found 324 results

  1. 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?
  2. 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?
  3. 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
  4. 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!
  5. 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.
  6. 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
  7. This is a preview of a series of tutorials on how to create an ice growth in HOUDINI.
  8. 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!
  9. 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
  10. 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.
  11. 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.
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. Hi Odforcers, does anyone know how to wire the 'fake caustics' VOP inside mat builder? (apart from using the principled shader, tx)
  18. Hi, I've setup a simple scene with a grid and a material applyed to it and I've exported the roughness map to an AOV, I've checked the Luminance values and they are different from what I see in Nuke, do you know why this heppens? Mantra values around 0.92 Nuke Value around 0.87 I've put in the attachment both the scene and the map Roughness.zip
  19. Hey everyone, so I've set up a scene with a principled shader and it rendered fine when I exported it to ifds and rendered it on our farm. But then I needed an extra AoV for an attribute to mask out parts of the object that has the shader assigned. In order to get that to render, I opened the principled shader and did a simple bind->bind export setup for that variable which then rendered fine locally. But from then on, no matter what I tried when exporting the scene to ifds, the object with the open principled shader would always render as if it has no material assigned. I tried forcing VEX shader embedding, which made the ifds quite a bit bigger and made me hopeful, but to no avail, all I get is grey shading. For now, I render the mask as a constant material in a separate mantra node but there has to be a way to output an attribute in an AoV when using the premade shaders. Any help is very welcome!. Thanks in advance, Paul
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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?
  25. 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
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