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Found 188 results

  1. I'm trying to apply this tiger's UV'd texture to fur/hair. I'm going round in circles and sure i'm being stupid, grooming is new to me. Any pointers appreciated:) Rendering w redshift.
  2. Hi all, First of all, please let me know if somebody else asked this question and got an answer, I looked for an answer here and didn't find any, someone has asked on SideFX forum but nobody answered. anyway, I have a scene with hundreds of thousands of points in it that I wanna render as instances. It works fine when I render with Mantra, the @instancepath attrib works just fine, and it does work with Redshift too but it's very slow and it just freezes when the number of points goes up, even 1000 points would take forever to render with RS. So I was wondering if I'm missing something. Thank you, E
  3. Hello all, I’m a relative noob and while this seems like it would be do-able, I have no idea which nodes I would need to invoke. I would like to map a repeating (but not tiled) texture on an object that already has an underlying material / texture. (So for example, knots on a tree trunk, or pimples on a human face.) The way I imagine this might work is that once I’ve used Scatter SOP to scatter some points on my base object, I would somehow translate those point coordinates to UV coordinates (Not sure how to do this). Those UV point coordinates could then be used along with a texture’s 2D matrix to map its pixel data per point (Don’t know how to do this). I would also imagine I could use a pscale value with some randomization to vary the sizing of this repeated texture (again, not sure at all how to approach this). I'd also imagine I'd want to use some kind of multi-layered shader with alphas in order to preserve the base layer material properties. I should note that I’m using Redshift here, as I imagine this might make a difference as it might have a few more limitations compared to native Houdini texture/materials workflows (though maybe not?). Preemptive thanks to any responders! NpF
  4. Hello. I tried to render the color ramp I made in Vop with RedShift, but it doesn't work.The red attribute vop in the attached hip is the one. I'm still a beginner in Houdini and don't know much about RedShift render, but I was wondering if you could help me. Apply ramp color.hiplc
  5. I would like to have light 1 from frame 1 to 10 and light 2 starts at frame 11 for example. Cheers
  6. Houdini Nuke Globe

    Here's an art piece I did. It's a nuke in a globe. Hope you enjoy Here's the link:
  7. Hello all, I am having troubles with the way colours look between the color editor, the render preview, and the output. There is something I should know that I don't know yet. I heard about linear workflow but if I could have your tips on this, that would be great. First in the colour picker when I choose a color for a material (I am using Redshift, but I saw the same issue in Mantra), the color in the little square doesn't match the color I am sampling from an image. How should I set up this color picker: Linear/Raw/sRGB ?? Then that color taken with the colour picker doesn't look similar in the renderview. How should I set Redshift renderview ( Linear/Raw/sRGB/OCIO) ?? And in the Redshift ROP, is there something I should be aware of, something to tick? Are you using the settings in the render preview of RS, as far as I can tell, you can only render a frame from here, not the sequence. I have been looking online but most tutorials I saw don't talk much about this. I read that having everything linear is best apparently, as it works better for post editing, but when I set my color picker to Linear, my RS preview to linear, when I output my EXR, it looks dull (it looks like the sRGB of the RS renderview) Voila, any tips about your personal workflow for this would be amazing and if you know about a tutorial about this, please share Thank you very much
  8. Greetings all! I’d like to know if it’s possible to pipe any one of the Maxon/Redshift noises into a SOP node in order to displace geometry on a mesh (rather than having Redshift handle the displacement at render time). I need to do this for the following reason: Maxon/Redshift has the specific noise I want (don’t want to spend a lot of time trying to replicate or approximate using one of the SOP noises). I will need to generate vine growth along the object I will be displacing with noise, so unless I’m mistaken, using render-time displacement is not an option. If there’s some workaround to this I haven’t considered, please enlighten me!!! Preemptive thanks for any responders! NpF
  9. Hello, Any idea why the Redshift camera option 'enable photographic exposure' doesn't show in the Houdini default render view? It shows in the redshift render view, but is gone when I export. cheers
  10. 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
  11. Hello guys, I have this Bendangle attribute that I am using as a color in my redshift material. I don't have any issue when I convert it to a Cd attribute and then use the RSUserColorData vop node, but because I want to import two attributes, I couldn't convert them both to Cd as I would have two different attributes with the same name. So I am feeding my attribute (RSPointAttribute) to a RSColorConstant to my material and this happens (screenshot). this effect turns up. What am I doing wrong? Tx
  12. Hi ! We use redshift for render and everything is ok, but We'd like to use some machines without GPU to simulade DOPs or generate geometry in Hqueue The problem is that since these machines don't have GPU, they obviously fail to load redshift dlls and OTLs. Hqueue gets an error and fails to process this hip file. None of redshift OTLs is used or involved in simulation somehow, but hqueue fails anyway just because some unknown operators present in scene. I used to solve this problem in linux by installing some nvidia libs into system, but i can not solve it under windows this way..... And the question is : Are there ways to force hqueue to ignore this type of errors and process hip file any other advices will be appreciated thanx in advance!
  13. What should I do if I want to combine color and attribute in rs mat? Like using bind in mantra The first one was done in mantra, the second one in rs, but I can't do what I want
  14. Hello guys, You see in every tutorial how to remove noise on a render by adding more pixels per samples. I like noise, but I only want it on the background lighting and not on my geometry. How can I do this? Cheers!
  15. Hello, I am just starting with Redshift within Houdini and I have gone through the basics. I have a sim that I exported as an alembic and I used the unpackSOP to recover my point attributes and prim groups, all on the same mesh. How would I go about applying a different colour or texture on those groups. How can I use the point attribute to drive a particular color? Thanks a lot
  16. Redshift instances shaders

    Hey guys, i have a question regarding redshift instances on high particle counts stuff rendered with redshift: Everything is working well with a "s@instance=..." wrangle. Then if i try to get the Cd attribute to change the instances/particles color it get super slow, is it a normal behavior or is it somehow a way to avoid it/doing it more efficiently ? For example if i don't use instances but standard redshift particles, even with changing the Cd in the shader it is super fast, it only happens when instancing.
  17. Houdini for Beginners - 005 - Vellum

  18. Hi Im getting nutz.. I built the Hoover Dan, in construction in 1932 Colorado, entirely procedurally in Houdini, All went fine until I started to do test rendering in Redshift with something different than a basic material with no texture. I only use 2 differents materials, no displacement or anything fancy for now, quixel surface, and now Redshift is extremely SLOWWWWW to start showing the first pixel… like 8 time slower, more than 30min to start, or don’t even start sometimes… What could I do ? What could be the issue? Idea? Please help, I have no much hair left ! ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  19. Hi guys, I have a magazine prototype I've put the front cover on using a redshift texture sampler. I can't find out how to make the material respond to light though - it stays the same brightness no matter what. This is probably a very silly, easy to answer question but I can't make it work...still inexperienced in all this. If anyone has the answers please let me know!
  20. I need to get clean glowing Volume Lighting AOV in Redshift. First attached image is what I have in renderview - it's precisely what I want. Second one is what I get once I have my EXR. I dont need all this smoke. How do i fix it?
  21. Hi, I'm trying to render the deep aov with redshift, but when I export it as an .exr in nuke through the deepread node, it says that I don't have any data regarding the deep layer, when I render the pass in Houdini it's just black, but it should somehow get the informations about the geometry location in viewport, am I missing something important related to the camera or the objects/matte exclusion in the redshift rop node?
  22. Hi, i've been trying to export my fur from Houdini to be rendered into maya with redshift through rop alembic, but when I cache the nurbs they don't render at all, so I tried to convert the fur with a polywire and exported in fbx. It works, but it's still a polywire, what am I supposed to do to maintain the original fur? (Tried to install redshift in Houdini for a proxy export, checked the .env file with the correct path installation, but the plug-in won't show off in the houdini shelf). Should I try to cache in bgeo and make the hairgen a digital asset with Houdini engine or there are other ways to make this work? I'm using Houdini v. 18.5.408 and redshift v. 3.0.31.
  23. Hey guys, I have a very strange behavior with Redshift Motion Blur, some frames are rendering correct, and some are not. The interesting thing is, when stopping butch rendering and rerender frames with mistakes, they are then correct, but frames that were correct could have this issue again. I tried everything, but no successes I have Houdini 18.0.391 and Redshift 3.0.20 Please download Hip and the Zip file with Frames to see what I am talking about. Hope that someone could help me with that issue Thanks a lot Maksym Particles_Redshift_MotionBlur.hiplc Particles_Redshift_MotionBlur_issues.zip
  24. Hi all, i'm trying to render volume with redshift but my render look lowres compared with the viewport on the left. Could somebody please help? Thanks! nebulaR&D_v01.hiplc
  25. https://blackbird.la have an exciting slate of projects locked in and are looking for Senior Houdini artists for an immediate start through to early 2021. We’re looking for artists who can demonstrate exceptional skill with particle FX and motion design. Please send your details with work examples to: recruit@blackbird.la
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