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Found 217 results

  1. 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!
  2. 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
  3. 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!
  4. 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
  5. 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
  6. 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.
  7. 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
  8. 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
  9. 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
  10. 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!
  11. 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?
  12. 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
  13. 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
  14. 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
  15. Is it possible to bind a string attribute in the redshift material context? This way didn't work.
  16. 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?
  17. 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.
  18. 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
  19. 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!
  20. Houdini Abstract Virus Tutorial - Part 2: Render Download project file: https://microverse.art/?smd_process_download=1&download_id=2655 Check out my website. https://microverse.art/ Sound design: Neema Abolghasemi LinkTree: https://linktr.ee/armin_lotfi Behance: https://www.behance.net/armin_lotfi Artstation: https://www.artstation.com/armin_lotfi Instagram: https://www.instagram.com/armin_lotfi/
  21. Hello everybody, I’m trying to create a transparency gradient on a plane to obtain a sort of “infinite” surface witout any visible limits. But I always have a black area into my render ! (see the screenshots) How can I make that ?? Thanks a lot in advance !
  22. Hi, I have a weird problem with Redshift in Houdini. I looked for solutions searching on Google but couldn't find it. I read Redshift documentation with Houdini plug-in and couldn't find it. If there is anyone who'd know what this problem is and know a solution for it, please help me out. So I created this simple scene with a text and a simple glass texture. I lit it and everything looked fine on Redshift RenderView (See attachment "Capture 1") I even enabled PostFX using Bloom. Color management is set to display "ACES" and Red.709 as "View" However, once I hit "Render To Disk", the MPlay window shows something way different even though it's set as "ACES" and "Red.709" (See attachment "Capture 2") It seems to have a different hue with higher vibrancy. The bloom is affecting the scene a lot more. Once I brought in the rendered exr sequence in After Effects, it looks a lot different than what I saw on MPlay -- which is supposed to be the same file. (See attachment "Capture 3") Not to mention, added "Bloom" effect is nowhere to be seen. Any Redshift experts out there who can help me out? Thank you.
  23. Export spectra map to maya

    Hi, I want to export spectra value from Ocean evaluate - Export to Texture from Houdini and I want to apply same texture to maya and render in maya>arnold or redshift. If there is any help would be highly appreciated . Basically I need to render Ocean Simulation in maya instead of Houdini . Please Help!
  24. I used Redshift to set the Zdepth in AOV and output the exr. When I load the exr output to Nuke, the Zdepth is bright red as shown in the image. The object is not being displayed correctly. Do I need to set a custom depth in this case? I have attached the hip file, so if anyone can provide a sample of how to do this, please let me know. Thanks in advance. Thank you very much. Zdepth.Redshift_ROP1.0001.exr Zdepth.hip
  25. Hello hello, Trivial issue I am sure. I have added a bump map to my geo (fluid sim). I am using the triplanar node and I set it up to Reference. The bump map stays static and doesn't move with the geometry. I am not sure where is the problem. Is it a rest attribute thing? I do have a rest attribute, but perhaps I didnt set it up correctly. I tried Object instead of Reference, but it is exactly the same thing Any clues? Cheers I
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