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Showing results for tags 'pbr'.
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Hi Odforcers, does anyone know how to wire the 'fake caustics' VOP inside mat builder? (apart from using the principled shader, tx)
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We're looking down on a wineglass with liquid in it. Anyone know why I'm getting this thick black edge along the top edge of the wine glass? (Left image is refraction pass, right image is beauty pass) It occurs when I drop raytracing bias down to a small value - say 0.0001 - I need this to be this small in order for my bubbles to render correctly. The glass shader is a principled shader, ior 1.5, transparency 1, fake caustics on, PBR.
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Hi all, I was determined to get a clean render out of mantra for this sequence, which I sort of managed to do, but the render times are just too high. I'm looking at over 5 hours per frame for something that is quite simple, as you can see from the attached screen shot. I could get something that looked reasonable, but to stop the highlights crawling between frames I just had to turn pixel samples up high. Nothing else seemed to sort out this problem (light quality & reflection quality just didn't work). The particular point I focused on was an area on the glass, on the centre of the image at the top - there's a small rectangular reflection from one of the lights, and where this went over the inner lip of the glass there were just always fireflies. The only thing that removed them was cutting the colour limit to 4 (from 10) which dulls the image, and turning up pixel samples to 12x12, which everyone seems to think is very high. I feel there's something I'm missing when it comes to getting a clean render. I've attached the hip file which contains the geometry and the hdr so, if anyone is able to help, just open the scene and see if you can get a better render time than I did. Petri_Dish.7z
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Hi Can someone shed some light on how to render a velocity pass, from a flip fluid vdb mesh, for compositing? Here's a reference videos:
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Hello everyone! I am new user to this forum. I used PBR to render a simple glass object, however the corner of the object shows some pure black artifact. How can I fix it ? I changed some settings and do some experiments, I tried to increase the limit of reflection and refraction, increase the overall sampling quality, change the Allowable Paths to All Paths, but none of them fix the problem. Is it a common problem of PBR rendering or did I miss something ? Thanks in advance.
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Hi, Can someone tell me how to link substance painter generated PBR texture maps (albedo/transparency, Metallic/Smoothness, Normal) to Principled Shader? I have Albedo, Metallness, Roughness, and Normal maps. I linked Albedo to base color on the surface textures tab and it seems to work fine along with the normal map on the Bumps & Normals tab. My problem is with metallic and roughness. If I link these to the corresponding channels on the Surface textures map, it is not rendered correctly. Metalness is not visible at all and roughness is also incorrect. What is the proper way to use these maps? Thanks a lot for any advice!
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I'm watching Houdini 15 Masterclass | Shaders and Shader Building tutorial which shows the pbr specular node. I can't find this node in houdini 16. I find a specular node that also has an f output but not the pbr specular node. even though it is in the Houdini 16 docs. Is this node included in houdini 16? Has it been removed? thanks!
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Hi. After some research I developed the concept of the surface shader to make shading artist work more efficient. A while ago I have implemented it in VEX and now I want to share it with you. GitHub Features: PhySurface VOP Energy conserving surface model PBR and RayTrace render engines support GTR BSDF with anisotropy (also avaible as a separate VOP node) Conductor Fresnel Volume absorption Raytraced subsurface scattering Artist-friendly multiple scattering (also avaible as a separate VOP node) Ray-marched single scattering Translucency Dispersion Thin sheet dielectric Transparent shadows Extra image planes support Per-component image planes Per-light image planes Variance anti-aliasing support Layered material Nesting material PhyVolume VOP Color scattering and absorption Per-light image planes PhyShader v1.2.0 - download: This is usability release. BSDF has changed to GTR New artist-friendly SSS Added layer support Added metallic desaturation Improved dispersion Materials: Added PhySurface Layered material Added PhySurface Nested material Improved PhySurface material Viewport support UI: New Inside IOR presets menu Changed dispersion presets menu Numerous bugfixes
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Modeled in Moi3d <<i love this software cloud and cloth made with houdini rendered with mantra PBR Ramadan filler dubai tv
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Is there a way to boost the indirect diffuse contribution of objects/lights/shaders in Mantr'as PBR render? I know arnold has this built into the light which is very handy. I was hoping for something similar in Mantra, but for the life of me I cannot find anything...
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Hey guys!!! I’m playing with a large ocean render using Mantra PBR. In my scene i have a simple HDR environment light, and an Area light. The Area light is actually creating all the specular highlights in this render and shader is the default from ocean waves. I’m not sure what passes to render for composite.. Right now i’m rendering depth pass, normal pass and directreflection pass. I would really like to have the specular in a pass, and maybe some kind of motion vector pass, how do i achive this? Since i'm using the defualt shader, i'm guessing i just have to use the correct vex variables for output extra image planes? If that makes any sense.. And can you houdini experts perhaps recommend me some other passes to render for oceans and flip fluids? Any help is greatly appreciated, thanks!
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Hi, Could you kindly please list what aovs are needed to recreate the beauty in nuke when rendering mantra pbr? (H15 mantra pbr) Many thanks! P
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hey, Ive noticed that when I am adding two pbrspecular vops together, one for reflection the other for refraction I am getting rendertimes that are 4 times longer than rendering without reflection. Ive set up the reflection limit to 1, refraction is on 5. Reflection rays getting trapped in refraction, I guess. I am aware of refraction being expensive, but how do you cope with refracting objects?
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Hi Guys , I would be curious to know if some of you would be interested to help me work on an Open Source Mantra Shader. There are actually some very cool PBR shaders right now like those one : http://forums.odforce.net/topic/18353-pbr-all-purpose-layered-shader/?hl=danylyon http://forums.odforce.net/topic/20682-bsdf-bonanza-ggx-microfacets-disney-brdf-and-more/ http://forums.odforce.net/topic/21673-physhader/ The problem is that the first 2 are not accessible in VOP , you can't modify them yourself and thus you are not 100% free. The last one is also very cool and will help me a lot to understand VEX more in depth. But i would like to work on a modular shading tool. base on a core BSDF that you would then layer to build complex material. Most shader are more UBER shader like the V-Ray MTL / Arnold Standard / MR MIA / Mantra Shader. But i would like to have something closer from what you have in Maxwell or Octane. Where you combine BSDF. I'm quite bad in complex math, but i guess by combining some brain power here on od force we could achieve something cool. So i would have some questions before starting to work. Q1 - what would be the most powerfull environment to develop a cool mantra shader ? - Material shader builder context inside houdini - CVEX shader builder context - external compile VEX code - external compile CVEX code Q2 - what would be the most elegant organisation to keep thing easy to read / maintain ? - full VOP node organisation - full VEX code organisation - a mix of VOP and VEX with inline code Q3 - what are the requirements if we want to be able to make it work in Reyes/Raytrace/PBR ? - does CVEX shaders work in all mode ? - how to emulate the compute lighting node in CVEX ? For the moment i was thinking to start to work with those : - Material Shader Builder Context - mix of VOP for utilities and Inline Code for core shading functions - VEX I would be glad to have as much advise and pov on the subject ! Cheers E
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Can Houdini generate motion vector pass for Volumes using raytrace Engine? If Yes, Please share how and How can we optimise it for faster rendering. I have tried using micropolygon but it is very slow.
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- Motion Vector
- raytrace
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Please excuse me guys,I am new to Houdini and I was trying to generate few passes of Pyro in Houdini but unfortunately I was unable to achieve those,I hope you guys would help me in resolving the following issues I have faced. I have enclosed my project as well as rendered .exr files for your consideration. 1)How can I generate motion vector pass by using Raytrace Engine in Houdini 14 Build 14.0.291 ? 2) I have generated few passes in houdini please check .exr file but I am unable to see fire and smoke mask in nuke though these masks are visible in Houdini Image Viewer.Please also explain how can I comp them together especially motion vector? 3) Can you explain me should I render Pyro using raytrace engine or PBR,I find raytrace engine fast and more efficient than PBR ,please correct me what I am doing wrong or how can I speed up my PBR rendering without compromising the quality? 4) Is there a way I can add displacement to my Pyro ? 5) How I can generate Volume Light Pass ? 6) How I can generate RGB pass ? Thanks in anticipation. Houdini_Pass_Projects.rar Pyro_Pass.rar
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Hi guys! I've got a plea for someone, who know about Houdini Mantra Multiple Image Planes(PBR) - could you PLEASE give me a scene(.hip file) with simple pbr-compatible shader, 2 light sources - direct and indirect, and mantra rop, which produces this passes: 1. direct irradiance - amount of direct light received, could be black&white(float). it must be only amount of light, without enything else; 2. diffuse - without shading, only color(i know, how to reach that one); 3. indirect - AMOUNT of indirect light received, as in "direct irradience" pass; 4. specular - i want simple specular, without diffuse and anything else. couldn't reach it by myself. I've got diffuse component in my tests. 5. reflection - i think, it's like "inderect_reflect" from mantra surface shader default image planes. But I don't need diffuse! Only reflection of objects and self-reflection - no lights. Terminology, that I'm using - it's from MentalRay. I want to reproduce my Mental Ray(from maya) shader in Houdini Mantra, but I just can't get those freaking passes! I want to say - I'm not lazy bastard. I've wasted a lot of hours, trying all default image planes, trying to create my custom export nodes in vex editor - I simple can't understand it! I will not give you my failed .hip files because there is not any usefull information. I will attach file with test shader and passes that I need to achieve from Mental Ray. Crying for your help. I will be much MUCH appreciate it. I just need scene, that is got shader and rop, that gives result that I need to dive in, explore it and understand, how it works... Best regards, Paul.
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Greetings! So, my question sounds like this: "How to obtain light passes(direct&indirect irradiance) in Mantra PBR?". I'm trying to do this a lot of time, so I think that I'm doing something wrong way. Direct Irradiance(raw light?) - just direct grayscale light pass from light source like point, area or sun light. Indirect Irradiance(maybe you can call it bounce light) - non-grayscale pass from environment or sky light. So, it must be light pass from environmental source. So, basically I need "Direct Illumination" and "Indirect Illumination" in Maya terminology. I'm new in Houdini shading and rendering. Could you please help me with my question? Can you explain me step-by-step, how I should choose type of light, configure them, how I should configure Mantra(PBR) render node and maybe shader? I tried to dive inside Mantra Surface material, but I have got some fake results. [ADD] Maybe I can make direct light pass that way: [direct_diffuse] - [direct_color_noshading] ? Will try it now. [LATER] Nope, it doesn't work. [ADD] Example would be great, but I will appreciate all helpful information and every answer. [ADD] All of this should be done in one render. Saved to EXR file as layers. Would be well appreciate. Thanks for your attention. Yours respecfully, Paul. P.S. picture example from some Maya video, not mine.
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Hello guys. I am having some problems with the options under the PBR tab inside Properties of my Mantra node. I generated a photons map and I need to interpret it with a PBR render node. I cannot select the maps because I don't have the options. Any ideas why could this be happening? Thank you very much guys!
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Hi, I just created a simple Lighting and rendering tutorial for Houdini. It's primarily for people who are moving over to houdini from another 3d software and want to get a general understanding of the lighting and rendering workflow. It covers basic topics such as Area lights , Environment lights, HDR , Mantra PBR settings and modifying HDRs using COPs. I also have a few other tutorials on my vimeo page that you can also go through if you are interested. Tutorial regards Rohan Dalvi
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After watching the new Dawn of the Planet of the Apes trailer, I couldn't resist to try to do some angry "Ape-ing" myself. I used the Houdini Fur tools to achieve this effect and rendered it with Mantra PBR, composited in Nuke. I used my customized fur shader, which has a slightly better specularity, than the built in shader. At least in my opinion. The dynamic simulation was done with the wiresolver. I'm not quite happy with the turbulent movement just yet. Maybe I'll try it on an animated Ape next time. Rendering time was about a minute and a half / frame. I got the Gorilla model from TurboSquid, it was modeled by the extremely talented "chauvobatruong". Any feedback is more than welcome! Thank you for you attention! https://vimeo.com/82306167
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Hi everyone Just recently finished one of my Houdini test projects, It was mainly for practicing RBD sims, shading, lighting and rendering (Mantra) and also to get a better understanding of outputting passes in Houdini, Please watch the final video here: Hope you like it! Sina
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Hey Folks! I'm very happy that I can finally present to you my latest Houdini Demoreel-Project: "The Dragon's Breath" including some (hopefully) interesting FX- and Compositing Breakdowns. Enjoy! THE DRAGON's BREATH "Somewhere, in a dark, enchanted forest, lives a ancient Dragon which is feared by all men for his deadly, roaring..."dragon's breath" http://www.scratch-a...et/demoreel.php I've furthermore put together a detailed project making-of including more detailed Breakdowns, the Previsualisation, the FX-Prototype and a Dragon Model-Turntable for those of you who want to get even more insight in the process of creating this vfx-shot. http://www.scratch-a...f_082013_EN.pdf Some more Still Images: http://www.scratch-a...t/portfolio.php (first entry in the list) Cheers from Austria! Philipp Kratzer http://www.scratch-arts.net
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trying out new packed rbd with bulet solver in H13 11 sec per frame sim time on dual xenon 72gb ram machine https://vimeo.com/78702119
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Hi! I'm trying to speed up a fur rendering. For the most parts of the object 5x5 pixel samples will work fine, but at the edges of the object, where the fur becomes thinner, 9x9 samples are needed. My idea is to use an greyscale image as multiplier for the pixel sampling. The map could be created rendering ultra low res alpha channels - contract and smooth and invert the image, so that there is black where the inner object part is and grey to white where the outline or rim of the object is. Black = 5x5 samples - grey 6x6 - 8x8 samples - white 9x9 samples. That's the plan. I'm pretty new to houdini and do not know how to get values from an image nor if or how houdini can handle the grey values for every render tile due it needs to calculate the sum of digits for every tile to get only one value as sampling multiplier per tile. Even after googeling for hours i did not found an howto use image maps as values/multipliers. 5x5 samples ~6 minutes rendertime per frame 9x9 samples ~21 minutes rendertime per frame Thats why i would like to get this kinda adaptive sampling. Or is there another solution for my problem? Thanks.