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Found 223 results

  1. hey, we're working on a project where I cache a proxy of geo, do my pops sims, and call the proxy from disk at rendering time using the "instance file" attribute per point. works great. However, the whole scene needs to be Archived to a redshift "Scene Proxy" and sent over to another artist who has different named drives. it works great when rendering from my end, but when the other artist using Maya imports the "Scene proxy" which calls the "Geo proxy" from Drive and it fails to load because it isn't the same path. in the Docs, it mentions using the REDSHIFT_PATHOVERRIDE_FILE can be used. I was hoping it would be like in obj level the override user data tick box to override that proxy path, like the "Material Override list". But it isn't the case. the Doc states So, for example, if the environment variable is set to REDSHIFT_PATHOVERRIDE_FILE = C:\mypathoverrides.txt ... the file mypathoverrides.txt could contain the following, which helps to map from a local folder to some shared network location "C:\MyTextures" "\MYSERVER01\Textures" "C:\MyVDBs" "\MYSERVER01\VDBs" How do I Implement it in Houdini and in Maya? thanks
  2. hey, we're working on a project where I cache a proxy of geo, do my pops sims, and call the proxy from disk at rendering time using the "instance file" attribute per point. works great. However, the whole scene needs to be Archived to a redshift "Scene Proxy" and sent over to another artist who has different named drives. it works great when rendering from my end, but when the other artist using Maya imports the "Scene proxy" which calls the "Geo proxy" from Drive and it fails to load because it isn't the same path. in the Docs, it mentions using the REDSHIFT_PATHOVERRIDE_FILE can be used. I was hoping it would be like in obj level the override user data tick box to override that proxy path, like the "Material Override list". But it isn't the case. the Doc states So, for example, if the environment variable is set to REDSHIFT_PATHOVERRIDE_FILE = C:\mypathoverrides.txt ... the file mypathoverrides.txt could contain the following, which helps to map from a local folder to some shared network location "C:\MyTextures" "\MYSERVER01\Textures" "C:\MyVDBs" "\MYSERVER01\VDBs" How do I Implement it in Houdini and in Maya? thanks
  3. Hi guys, I'd like to share my latest personal r&d project of creating procedural assets. Still work in progress. Cheers, Shawn
  4. Hi guys, I would like to use the color channel of the Redshift's material volume node. 1) I created a vector point attribute called "absorption". 2) I added this attribute's name to the "Volume Rasterize Attribute", attributes list, to create a volume called "absorption" 3) In the "volume source" node of my pyro DOP, I added "absorption" as the source and target field (as vector type). 4) I add a "VDB vector merge" node before my pyro material node. 5) In the RS Volume material, I add "absorption name into the color channel. But it doesn't work..! How can I fix it? Thanks for helping. Absorption_01.hip
  5. When rendering in Redshift, in the rop under the AOV section you can select cryptomatte as a custom output. There are four ID Type options you can choose from: Node Name Material Name Object ID Custom Name ID Does anybody know how to make option #4 work? It seems like there's a very powerful component to the cryptomatte functionality that nobody is using, unless i'm mistaken. There's no better program than Houdini at making carefully placed and named attributes, but what do you do? I tried making a primitive attribute called "Name" but that did nothing. Is this even implemented in Houdini?
  6. Hey guys, I created a simulation in Houdini and wanted to export it to cinema 4D with alembic. It worked completely fine but the Material (Redshift) doesn't stick with the Simulation. As you see in the pictures the half of the simulation gets white and this keeps going until its completely white. I just used the default glass Material and didn't change the geometry. Does anyone know how to fix that?
  7. Hey there, after years I finally decide to study Houdini more seriously. I'm starting again with the Particles course from Applied Houdini, I just finish my first run with the 2nd vol. and I'm really interested in GPU rendering because of rendering time. It's not that I don't like Mantra (actually sounds super interesting to have a native renderer so robust), but for example the last scene I worked, with like 50M particles, took me more than 10 hours to render like 4 seconds at 1280x720. So I would like to take some advices from you: since I'm just a beginner, is it interesting to already try to work with a GPU renderer, like Redshift, so my rendering time will be faster and I'll be able to explore and study more things quickly as well? Or should be better to keep with Mantra and get more knowledge about it? Thank you!
  8. Hi everyone, I'm newbie to Houdini and Redshift... I need your help! I failed to render Cryptomatte with correct object ID, and want to re-render only Cryptomatte without rendering main images to save time. Is it possible or is there any way to skip rendering main images? I just don't want to waste time to render the same images again..... I appreciate your help! JK
  9. Redshift alpha problems

    Hey everyone! I am facing a problem while rendering and I don’t understand how to fix it. I have 50 layers of primitives with same texture, but on rendrs shown only 6 layers?, other disapers. All 50 layers visible only on borders of my primitives. I will be grateful for your help, thanks in advance!
  10. Hi, I am in the process of setting up a sky full of clouds - using VDBs. I have set up an early proof-of-concept test, can render it, and it all works out of the box. What I'm struggling with is how to maximally optimize it. I have seen an Arnold setup in Houdini, similar to mine, with 3000 cloud objects - using ass files and rendering an HD1080 frame in around 5 minutes, and using less than 100Mb of memory. Pretty efficient! My Redshift test, has a similar number of VDBs exported out as a single rs proxy which is then instanced across scattered points on a grid. I expected this to speed up the rendering process significantly. Sadly, it actually takes over 4 hours at the same resolution and uses more than 5Gb of memory! What I want to do is leverage the power of proxies and instancing to render this setup and at least match what can be done in Arnold - Redshift is after all a definitively faster render engine. Does anyone know an efficient and effective workflow for this type of solution please? I feel like I've missed something here; as usually Redshift is very fast. Many Thanks, Scott
  11. SSS Noise Redshift

    Hi all, I am trying to render a SSS surface using a standard RS Material shader. I get some noisy patches that I cannot remove for some reason. Things I tried: Increase max samples Increase SSS samples Reduce error threshold Increase sampling on individual lights Any suggestion as to why this noise is appearing & what setting can reduce it? Thanks
  12. Hi folks. I have a pretty rudimentary question about rendering Redshift with cryptomattes out of Houdini. When you choose cryptomattes as part of your AOVs, it creates a separate file like this: element_v01.$F4.exr element_v01.$F4.cryptomatte.exr I would prefer to have all the channels in the primary image, but if it has to be a separate file my issue is that the Flame can't read that cryptomatte as a sequence because the ".cryptomatte" is between the framenumber and the extension.
  13. Free Live Houdini FX and Redshift Webinar

    Tomorrow, Wednesday October 20th at 4:00pm CDT Vertex School is hosting a free live Houdini FX and Redshift webinar with Lead FX Technical Director Keith Kamholz. It should be a very informational webinar and Keith will be doing a live demo! There will be a replay available to those who register: https://www.vertexschool.com/pl/2147535829
  14. Free Live Houdini FX and Redshift Webinar

    Tomorrow, Wednesday October 20th at 4:00pm CDT Vertex School is hosting a free live Houdini FX and Redshift webinar with Lead FX Technical Director Keith Kamholz. It should be a very informational webinar and Keith will be doing a live demo! There will be a replay available to those who register: https://www.vertexschool.com/pl/2147535829
  15. I am new to Redshift. For a very basic scene with three objects, at a resolution of 1280x720, it took 13 minutes to render. I have intel core-i7-8750H, Nvidia GTX1050ti -4GB and 16GB of RAM. This is the output. I have rendered more complex scenes in Keyshot at a resolution of 1350x1350 and it takes 6 minutes max for them on my machine. Please suggest a solution. Here's the houdini file. REDSHIFT ISSUE.hip
  16. Hey magicians, Anybody used TOPs + Redshift + Deadline? is there any magic to do on the process, or should work like a regular houdini task on deadline? Haven't set up deadline in a while, but the client is rendering a TOPs + Redshift scene I made with 10.000 outputs, is there any specific thing to keep in mind? Thanks!
  17. Hi, So this is probably a very simple question, but as someone who's new to Houdini and usually uses Octane, I can't figure out which setting in Redshift controls this white border around my Alpha EXR renders. Can anyone help?
  18. Hi Guys, Looking for a bit of Win10 / Houdini Help with a couple of annoying crashes I seem to be having while doing a multi-frame rendertodisk out of Redshift ROP Houdini doesn't create a log file for these particular crashes in <user>\Appdata\Local\Temp\Houdini_temp so I've attached the only info I can find from Event Manager and Reliability History. EDIT: Another render crash did produce a log which I've attached Running Win10 64 / Ryzen 5900x / 64gb RAM / 3060Ti / Houdini 18.5.696 / Redshift 3.0.57 Any help from someone who can see anything obvious pop out would be great. Obviously it's a VM issue, but a clear idea of how to resolve it would be great. Sorry for the noob question guys and thanks in advance. crash.charl_29960_log.txt
  19. Hello guys I buit a process to build airship from a sphere, all procedural. For the decal I didn't used the labs tools as there was too many missing things indeed. How could I render the decal properly in Arnold and Redshift? Does anyone know please please please? ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  20. What I want to achieve on my render: I know that I need very low particle seperation so the turbulent spots are crispy and visible. My test rendering with redshift: https://www.youtube.com/watch?v=CL8iC5EQaoY My Questions: - I don't use any ocean tools for this; just an emitter that hits the wavebreaker collision: Should I better use ocean tools instead plain FLIP and an emitter? - I used a 50m x 40m x 20m scale FLIP tank to somewhat get realistic scale with 0.04 particle sep. It took me about 4 hours to sim and mesh 150 frames. Is this overkill and should I go much lower on the scale? - Entagma made a tutorial about adding the turbulent areas of FLIP as an attribute to the material. I did the same but the white parts are flickering very hard for me when rendered. https://www.youtube.com/watch?v=DhqC13Z_hYc&t=774s Basically how can I reproduce the same look from the reference image with houdini and redshift? Many thanks in advance
  21. Is it possible to bind a string attribute in the redshift material context? This way didn't work.
  22. 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?
  23. I am new to redshift. I am using version 2.6.41. If I render the scene with just a sphere and donut, it renders out fine. Despite using a number of samples, I am getting noise on the ground when I have the organic blue volume. Here is the .obj file which is used in the scene. https://www101.zippyshare.com/v/THie8eoD/file.html Here's the hip file. RS_RENDER QUERY.hip What should I do to reduce noise? The render time is quite high too at 8 minutes. I rendered similar geometry (the blue organic geometry is same, only the sphere and torus are different) in Keyshot but the render time is very less. I tried with 100 samples, 200 samples and 500 samples.
  24. I am trying to render out a simple wireframe with depth i.e. the wireframe object fades into the background. Ideally, I want to control the fading threshold in compositing software but I don't have Nuke which is what most tutorials out there are using. Relatively new to render passes, wrote Z depth output into EXR but it is recorded in world units I believe so I find it hard controlling it. I tried using a COP network but can't seem to make it work/don't know how to remap Z depth mask. Any advice on that? Attached file. On a higher level, what is a good option to use for editing multilayer EXR sequences? I typically use Premiere for simple editing but there aren't many EXR tutorials for it? After Effects seems convoluted. Is Nuke my only good option? z-depth-test.hipnc
  25. Houdinified Acrylic Paintings

    Hey peoples! I recently started a personal project with the main purpose to explore setups that I either couldn't do during real production, curiosity or pure fun. As a base and also source of inspiration I'm taking real acrylic artworks of a good friend of mine. The photographs of the real artworks are prepped in Photoshop to be able to extract certain textures which I then use in Houdini to create my setups with. The concrete room was built out of a couple of individual decals and assets from Quixel. The whole thing is then being rendered with Redshift, comped with Natron and finalized in Davinci Resolve. From time to time it's seriously fun to play around with setups without having somebody behind me telling me what to do creatively like in a professional environment. No pressure, just fun Here's the first couple of clips I created in this series. Hopefully it's as fun to watch for you as it was creating it for me! You can also check it out on Instagram, Behance or Vimeo. Feedback, questions or whatever appreciated! Volume 1: Volume 2: Volume 3: Cheers!
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