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Found 111 results

  1. Hello, i want to control the emission of new born primitive using pscale attribute in redshift like this im able to do it on mantra using bind node but how to do it on redshift..? torus_Odforce.hip ODforce.mp4
  2. Hi, I'd like to get some help from you, because I ran out of ideas. It's about Redshift proxy and instances. I'd like to make forest with different colors with the "RSUserDataInteger" in the Redshift Material in shop network. I tried with the simple box example, and it worked. However, when I use the material override in different ways for the proxy trees and it uses only one color, so I cannot randomize colors. I attached the hip file and proxy tree for you to examine. Thank you in advance! switchShaderTest_02_v003.hiplc tree_01_v01.rs
  3. Hi ! I've got hqueue farm set up on linux machines. i use it only for simulations Sometimes i get hip files for simulation that contain various number of operators which are not needed for sim (i.e. some custom ROPs, materials etc.) BUT ! when a client loads this hip file it warns that it can not load specific OTL and refuses to load hip. Let's say i have a scene with geo node that has reference to some Redshift material in its 'material' parameter. but i don't want to render this. i just want to simulate and write geometry to disk. But hqueue refuses to do that because it can not find redshift otls .... Is there a way to force houdini to ignore things like this....????? So you can not find otl!!!!....nevermind. just simulate...you do not need redshift to simulate dop network.... upd: when i connect to client via ssh and start hbatch in terminal - it works.....it loads file, claims that can not recognize node types...but simulation works when i start it with the command manually (render -V rop_node).. why hqueue can not do that and just fail the job ???
  4. Hey, Anyone else having an issue with 17.5.258, where redshift 17.5.229 rendering works fine... but my flipbooks (Mplay) crash? I can render with Mplay but when I go to flipbook anything it leaks mem and them flipbook crashes saying it can't display images. If I remove the env variable pointing to the taskbar, flipbooks work? if I use an earlier redshift plugin version (i.e. 17.0.506), the self and flipbooks work fine... but there isn't the same functionality. There doesn't seem to have the RS proxy output. Please let me know if you have run into this or an issue similar. Thanks
  5. Houdini - Redshift - Deadline

    Hey guys! I'm trying to setup deadline for a couple of machines for rendering in houdini with redshift. Deadline setup is ok. Caching and mantra rendering jobs finished successfully. When it comes to redshift job, deadline also receives it and distributes. But the rendering process happens very fast and there are no render output files in the output directory. Also while deadline saying that the job is rendering the video card doesn't seems involved. Did anyone have a chance to encounter such kind of problem. Any help appreciated.
  6. Abstract Visuals - Houdini and Redshift Link: http://bit.ly/2ZFfdti This course is about the creation of visual abstract effects in Houdini. At the same time, this course is also about Redshift for Houdini. Things we create together: abstract lines, geometric shapes, crystals out of this world and an ornametal structure. At the end of this course we are going through a pdg pipeline for redshift. I'm looking forward to the course! See you in the course! Tim
  7. Hi. Need help ! I am instancing redshift proxy object (Human character with primitive groups like shirt, pant, skin.. etc ) using "instancefile" attribute and using stylesheet to render it. I am not able to access subtargets and randomise any material parameter (like randomising basecolor of subtarget shirt or pant). I am able to do this using mantra and stylesheet but similar approach (targets and subtarget) is not working for redshift. In the stylesheet, the Target is set to point instances; I tried accessing primitive groups on the instanced object by adding subtargets to the target but it does not work. Can someone please help me with this. Thanks
  8. Redshift issue with pyrofx

    I'm trying to render an explosion and here is the result ? any idea ? thanks hdni_untitled.hip
  9. I'm trying to instance simple sharp rectangular geo onto scattered points to create a frost effect. I've tried 3 methods: - The copy to points sop (w/ pack and instance) - Adding the s@instance attrib with a path to the geo - Using the instance node at obj level When rendering with around 1000 points I get a decent preview quickly in the IPR but a full render at 256 samples still takes far too long. If I try to up the point count to something like 50k, I struggle to get any feedback from the IPR. If I go to 100k I get no feedback in the IPR, it just freezes. When I try to render to disk, the render doesn't even begin. What am I doing wrong? From what I've seen I should be able to achieve 100k instances fairly easily if I'm not mistaken. I appreciate any help! Specs: i7-6700k, GTX 1080, 16GB RAM
  10. gradient r&d

    Hi all, I'm approaching something in H/Redshift which I've not really attempted before - So was interested to see if there were any thoughts surrounding it. Basically I'm trying to recreate the soft/feathered gradient seen in the attached ref image. The inner hard edge I'm planning to achieve with some transformed geo floating above the grid below, however the super subtle feathering is challenging me a little. At first I though of using a simple attribVOP on a grid > point Cd. However I'm nut sure how to achieve the outer feather using that technique... Similarly with an attrib transfer from geo > grid it seems not very feasible to get the extreme feather unless the mesh is crazy high res? I'm continuing to experiment & look through forum threads, but if anyone has some suggestions/tut links/examples etc. would be very much appreciated! (Worth noting system = H17.5.258 & RS 2.6.43) Thanks in advance!
  11. Hey, i am fairly new to houdini and especially to redshift. I have a setup with particles and want some particles to be emitted by a specific distance. I use the particle color as base color and want my attribute to drive the emission strength. If i use mantra everything works fine. Couldnt find any solution. Cheers and thanks, dom
  12. Hello, I'm currently pulling to hair out trying to figure this issue out but what I had a problem with is assigning a Redshift material to particles in my scene... So I have set up a particle dust burst based of an Entagma tutorial and now that I have one I need to create some duplicates of that burst. I have simplified the hip file attached but my little animation has three dust bursts obj merged together so that I can then feed them into a popnet with a vortex so they all swirl up together after they have done their little burst thing. I got that all working so far but when I go to attached RS materials to each separate burst I can't do it. I can assign a material at the obj level and it works fine, the colour changes for all of them *hurray!* but I need each dust burst within the obj geo node to have a different colour. Soooo I dive inside add a material node but the particles render white and seemingly just fail to see the material node. I have tried adding group assignments to the tree above the mat node and then using them to drive the mat assignment but it doesn't work. I've tried attribute create and attribute promote and they don't seem to help. So it seems that I can only assign a material at the top obj level and not within a geo node, but that has to be a bug right ? or what am i doing wrong? I hope I am explaining that alright and I appreciate the help in advance ! Dust_Material_Problem_v001.hip
  13. hi guys I did some render test with houdini and maya redshift renderer. I made particle in houdini then rendered it in maya using houdini engine and redshift proxy file. This image is that I tested to compare houdini redshift render and maya redshift render. A is houdini redshift B is maya redshift with importing particle by houdini Engine C is also maya redshift with importing particle by redshift proxy When I use B, alpha attribute for per particle is different from A and C. Is there any way to correct the alpha attribute? Thanks.
  14. Hi. thought i’d see if anyone has come across before. I've got a redshift scene with animating blocks. Essentially its a voronoi fracture, converted to packed geo, and then i'm running a noise through the @P.y of those packed pieces. Problem is I'm trying to setup a rest attribute on my geometry before packing it (so redshift triplanar doesn’t swim). Works fine except when i add the rest node it distorts the uv map near the edges. Assuming its because the rest attribute is being shared across those seams maybe? If i disable the rest node, it works fine but the texture swims. With it on its got the distortion. I tried making the points unique with a facet node before the applying uv and rest attribs but then it splits everything, which is not what i wanted either. I'm still fairly new to houdini, am sure theres a simple solution but i can't seem to figure it out. Heres a scene file if anyones interested https://www.dropbox.com/s/hrqsq1ajq7ro36z/triplanar_rest.zip?dl=0 Any ideas? Thanks
  15. Redshift point colors

    Hello, im new in houdini and redshift too. I try curl noise tutorial and everything gone good until i try render colors in redshift. I use color node (random from attribute), but when i render object, color is white. Even I can see colors in viewport. I hope someone can help me out here
  16. Check out www.cgforge.com for more tutorials. In this quick-tip, we learn about curved particle motion blur whenever you're rendering with redshift. Curved motion blur can be a pretty big deal if you're trying to achieve certain effects, and with Houdini / Redshift, it's pretty easy to accomplish once you know how it works. Thanks for watching!
  17. Hey, total noon here Just started learning houdini recently. Made a candle flame and adjusted it like I wanted it. When I am converting it to VDBs I can't get the density right and thus it looks wrong or is invisible in maya. The file is attached, any help is appreciated CandleJet.hip
  18. Redshift motion blur issue

    I can't seem to figure it out. The bricks won't render with motion blur no matter what I change. I unpacked them and checked if they have velocity vectors and they do. Also, there is motion blur if I hit the render points as spheres option in the redshift obj tab. I hope someone can help me out here
  19. Hello, I am curious if it is possible to illuminate a volume with the light emitted from the emissive channel of a redshift material. I can't seem to find anything regarding "volume contribution" within the materials and there doesn't seem to be much documentation on the subject. For example, embers emitted from a flame should illuminate the rising smoke. Thanks! ian
  20. Hi guys Is there any way to do background render with Redshift? I cannot find "Render to Disk in Background" button like Mantra.
  21. Good evening! Can I ask U guys for advice? Im trying to create ramp between three textures (but with same uv map), defined by paint SOP on pighead testing geo. And what I want to ask U is: Does it possible to somehow assign different textures for each color, in redshift? Any advice will be very, very helpful to me! Thank u guys so much! textures_issue.hip0.hip
  22. Hello Attaching my setting and the result: RBD of a of a building, I'm not sure what is the problem, I have try all the variation setting and it's doesn't help The windows Have a Meatball force and the rest the gravity do collapsing the building down. somehow it work perfectly before and now it's not after re cache the geometry... Thank you!
  23. I wanted to share a music video that I directed with a bunch of CGI that I did in Houdini and rendered with Redshift. The concept is based on the idea of a future where a sort of Turing test is administered to humans as opposed to the other way around. Most of the compositing was done as a combination of Aftereffects, Fusion and Resolve. We shot the footage against green screen and then created all of the CGI assets for the environment through a mix of modeling and kit bashing. There is a brief behind-the-scenes video link in the description. I hope you enjoy watching it as much as I enjoyed making it!
  24. Hey my Render View is working absolutely fine but if I wanna render to Disk I always get a short freeze followed by an Error: Error opening the tile device. I’m using RedShift V. 2.6.41 and Houdini 17.5.173 Hope somebody can help me with that.
  25. Hi Guys, is there a way to have tree meshes scattered on a terrain with variance in leaf colour on every single tree so that no two are the same colour? back in the Softimage/ICE days i could scatter points on a terrain mesh and give the points a random colour then i'd create a plant or tree mesh with different materials for bark, leaves etc, in Softimage's node based material builder i would plug in an attribute node into a colour mixer merged in with the leaf texture map, this attribute would read the random colour generated on the scattered points then i'd export the tree mesh as a Redshift proxy at render time the proxies would be loaded in, and each individual tree's leaves would be given an individual colour variation within a specified range based on the random colour from the scattered points this would mean each individual tree would have a unique colour added to its leaves and would be quick in the viewport/quick to render because of RS proxies (it also worked for Arnold standins) I've been trying to do this in Houdini but am hitting a wall, I've tried material style sheets but that requires me to create a different override for each parameter i want to control then assign specific trees to those overrides, its still not giving me unique colour variation per tree, its also quite a pain to set up, on top of that mat style sheets don't work if there's more than one material on a mesh which makes it redundant in this scenario I've also tried user data + attributes + shader switch but again you're using a mixer to switch between different specific shaders that you have to individually build, am i missing something? thanks for your help Houdiniers
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