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Found 94 results

  1. 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
  2. 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
  3. Hi guys Is there any way to do background render with Redshift? I cannot find "Render to Disk in Background" button like Mantra.
  4. 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
  5. 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!
  6. 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!
  7. 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.
  8. 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
  9. Hi guys! I need some advice from hardware magicians. Since our studio is expanding a lot, we are looking to build some new powerful machines to renew our old workstations. Our main software is Houdini, 3dsmax and Modo, and renders are Redshift and Vray. We also want to use them as a farm, when no one is working on them or for night sims/renders. But for this one, it will be only for Houdini+Redshift, so im going to write down the list of hardware that i have in mind, and let's see if you can give me any help to have better specs. We can get up to 5-6k per machine. MOBO: Asus Z10PE-D16 WS CPUs: 2x Intel Xeon E5-2630V4 (i really think that is a bit overkill, i think it will be better and cheaper to get an i9 or one of this new AMD ones) RAM: 2x Crucial DDR4 2666MHz 32GB CL19 DRX4 ECC ( 64gb total, maybe getting 128, since this one will be the main houdini machine) SSD: Samsung 970 EVO Plus 1TB M.2 PCIe NVME SSD: GOODRAM SSD 960GB 2.5" CX300 LIQUID REFRIGERATION: Cooler Master MasterLiquid 120 PSU: Be Quiet! Dark Power PRO 11 1200W 80+ Platinum BOX: In Win 805C ATX GPU: 4x Gigabyte Nvidia GeForce RTX 2070 Gaming OC 8GB Let me know guys! Thanks in advance.
  10. Rocket Bus - houdini training

    Hello everyone, The primary aim of this training is to provide a project that will take the viewer through as much of Houdini as possible. Letting them utilize all the various tools that Houdini provides for modeling and VFX to generate a detailed environment. Currently the training is available for redshift and octane. Next week, I'll be recording the mantra version. There is a 25% introductory discount in the entire training till 18th may 2019 Click on the link given below for more information http://www.rohandalvi.net/rocketbus
  11. Hi guys. I can not understand what the problem is. When I try to render the geometry on the point Houdini falls. I tried Houdini 17.5.173 and 17.5.229 and 17.0.459 (but this version cannot read the attribute “s@instancefile” and simply hides the object and does not fall). I also tried Redshift 2.6.39 and 2.6.40 I also checked on 2 different PCs wits RTX2080 and GTX980m In this case, the mantra makes the render right and does not fall. https://monosnap.com/file/ALqgtmx3qCPtmEu1cq4XKcKH3S1a8D Box.bgeo.sc *UP* *FIXED* the problem was in its node instance it was necessary to switch to display only mode. Dibag1.hip
  12. Here is the intro sequence for a new video I am working on: Simple FLIP simulation with some smoke and whitewater sparks. Rendered in Redshift. Lens flares, DoF and Glow added in Nuke. The heat distortion from the smoke is the part I am least happy with. I took the volume tint AOV and created the difference from one frame to the next to drive STMap distortion. Would love to hear a better idea of doing that. Let me know what you think.
  13. Hi everyone, I've been tasked to lay down a decent workflow pipeline plan for my team revolving around creating motion graphics or key visuals for advertising in houdini and I was hoping to find some help/suggestions for it. I chose houdini as the core element just to avoid extra plug-ins that from my experience were creating a wast amount of issues in the long run, but I feel I won't be able to do everything I need quick enough using it alone. My first idea was to get license for zbrush, substance and redshift to complement houdini, so basically it would be like this: start by modeling non procedural things in zbrush, texturing them in substance, animating everything in houdini and finally render in redshift. When I started testing the workflow, I immediately noticed that substance designer plugin is not compatible with latest versions of houdini and my biggest fear came back, since I was hopping to achieve something at least slightly more seamless. I am now considering making all maps and textures through photoshop and zbrush only, skipping substance altogether and sticking as much as possible to procedural shaders in houdini if I can produce them quick enough. Anyway, what kind of workflows do you guys have or recommend? Could you give me any tips on how I could make things go smoother and avoid unexpected compatibility issues? How was your experience using Substance painter or designer within the workflow so far? Cheers!
  14. Houdini Enviroment

    Landscape, created in Houdini using the heightfield sop and redshift proxys.
  15. Hi, I have 2 a computer "farm" setup to render out PDG wedge iterations. Rendering it with Mantra works fine with local scheduler as well as with HQueue. Redshift works just fine with the local scheduler but when rendering with HQueue it renders out just one frame of my iterations without any error messages. The frames are numbered by @wedgeindex which apparently worked for 3/4 of the cases listed. Any ideas? Thanks Hendrik
  16. Redshift Substance Shader

    I've made this to save time loading shaders from Substance Source, but should work for any substance material. Just select the parent folder of the texture you want. Figured some others might find it useful too. It has proper viewport handling of Base Colour, Roughness, Metallic, Normal, Emission and Displacement. Not 100% perfect, but pretty damn close. Hdalc for now. Tried to upload to orbolt but kept getting an error (Invalid node type name). Don't think it likes redshift nodes. If anyone has any experience with this let me know! MT_RSSubstance_1.0.hdalc
  17. Hi, I'm trying to setup and use stylesheets with redshift and not having much luck. The main thing I'm trying to do is override the redshift Object ID so that I can have unique IDs appear in the cryptomatte per point. All I've done is a voronoi shatter, then assembled them with packing on. I haven't had any luck past this point. If someone can point me in the right direction would be helpful or propose an alternative solution. The only other thing I can find or think of is assigning per point materials but this is out of the question since there will be 2000+ points. The post here seems to mean that this is possible: I've also gone over the Mantra way of doing this here several times without any progress: http://www.sidefx.com/docs/houdini/shade/stylesheets.html
  18. Split Half Underwater

    Hi there everyone, I am trying to recreate this shot from shutterstock as accurately as possible in Houdini: https://www.shutterstock.com/video/clip-14617168-slow-motion-split-half-underwater-close-up Creating the wave I imagine is pretty straightforward, and have done so before using realflow with good results, but the main challenge would be how to handle the thickness of the surface of the water as it intersects the camera, how to render different environments for the under and above water portions, how to handle these (previously I used masking with mixed results), and then secondary elements like the bubbles that form with splashes and the distortion to the above water image caused by water splashing over the camera lens. Would ideally like to use redshift to render this, but anything that can go towards achieving a photorealistic result, or any idea or resources anyone might have or can point me towards would be great. I'm a beginner in Houdini but relatively experienced with 3d in general. Many thanks, H
  19. Hello there, I'm relatively new to Redshift an encountered a problem that by searching and looking into the documentation I couldn't solve. I set up a simple scene with an Ocean (Standard material with slightly modified Water Preset) and a rough sand-like surface beyond the Ocean. Whith caustics enabled in the Domelight settings i get smarties, where - beyond the water surface - caustics should render. Why? Modified Redshift ROP Settings: Unified Sampling: 128 - 1024 Global Illumination: Primary>Brute Force, Secondary>Irrandiance Point Cloud Photon Mapping: Caustics & GI enabled A hint here would be much appreciated! Thanks
  20. Hello Houdini people! May I have a simple question on U? Im trying to make a render of extreme difficult scene, with a lot of lights and textures with redshift. But unfortunately I can let rendering my computer only durring the night (because durring day I need it for my work ). The render which Im trying to make usually takes almost 20 hours, but as I wrote when I need the computer I have to stop it and then start again, because the render is unfinished (in corners because the buckes didnt finish it there) and also its unusable. What I need is lets say select some part of camera view and render it (RENDER TO DISK !!), basically I will divide whole frame on small parts (each part per night lets say) and then I will put them together in photoshop. So my question is: Is possible to select region in camera view (for example like in Blender/Cycles: its Shift+b+LMB) and then render this selected region to disk (I do not want render in scene view)? Thanks a lot for any advices!! Bye!
  21. Hi guys i need help in Fisheye rendering of geometry while using redshift Render or mantra in houdini . Any idea how to do that. Thanks Rahul
  22. Hi there, Total Houdini novice here with a bit of a strange question: I have a smoke simulation that I have created the swirls around a central character that is being rendered in Unreal Engine. https://drive.google.com/file/d/1fuoitdNjuBZ1UPgkAi-e9G63CKW-40YS/view?usp=sharing The smoke itself is rendered in out of Houdini in slices and played back in Unreal as the alpha of a video texture, but I was wondering if anyone had any ideas of how it might be possible to set up something like a shadow catcher to catch the shadows cast by the smoke on the surface of the character, but instead of just rendering shadows that hit a specific piece of geometry to a frame as scene by the camera it could be applied to the character and render out as a texture sequence taking into account the characters UVs, so that it can be played back in Unreal? I feel like this is a pretty weird request and no doubt there is tons wrong with it, but I thought I might as well ask, you can do anything in Houdini it seems! Many thanks for any advice, H
  23. Hello, How do you render multiple redshift Rops? There are several ways to do this with mantra nodes, but none of them seem to work with Redhift nodes. Thanks.
  24. Hey magicians, I'm having crashes (houdini directly closes without any message) when rendering. This happens in random frames, and in some of the setups. I checked the log and seems to be a GPU issue, I have 3 Geforce 980 Ti. I will contact their support, but posting here just in case anybody knows a solution. Cheers
  25. Hi guys i need help in Spherical rendering of geometry while using redshift Render in houdini . While using Redshift in maya we can change the Camera type to Spherical. I am not getting Same kind of option in houdini any other way to do Spherical rendering while using redshift or mantra.
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