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Showing results for tags 'render pass'.
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Arnold HTOA: I’m putting my note here to create a motion blur AOV for packed instances. I do everything inside Houdini for lighting and rendering. I will describe my understanding of packed geo and packed fragments as well. Link to note: https://medium.com/@vupham_37726/arnold-houdini-motion-blur-aov-bfd5b0731a0f The Arnold version I used for this note has been updated to pick up any native or packed geo/fragment and generate motion blur for it, with no extra steps required for the procedural workflow using the Procedural Object Node, as in the previous version. HTOA 6.2.5.1 Arnold 7.2.5.1
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Hey everyone, I'm working on the scene of water effect. I project a texture (.exr format) that there are few spot lights on the image to a grid card through a constant shader, in order to catch the reflection from the projected lights on ocean wave's surface and big spray ( created by millions particles), and there are 4 lights ( envlight, 3 other lights ) in the scene. Then, I render the wave and spray all together. For the moment, the passes I use are: color(RGB), normal, all_emission ( created by Mantra- Extra Image Planes- click " Combined Emission"), depth of field, id. I could do some adjustments in Nuke by using those passes. the lights on the card are reflected on both wave and spray very well on the color(RGB) pass. But on the all emission pass, the lights from projected card are only reflected and restored on wave surface, not on the big spray ( particles). So I couldn't grade them down and up by using this pass. I tried to assign the wave's material to the big spray ( particles ) , it still doesn't work. Does anybody have the same situation, and how can I solve the issue ? I know that I could use other method to grade separately in comp, however, I would like to know the reason. Thanks very much!
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Greetings! So, my question sounds like this: "How to obtain light passes(direct&indirect irradiance) in Mantra PBR?". I'm trying to do this a lot of time, so I think that I'm doing something wrong way. Direct Irradiance(raw light?) - just direct grayscale light pass from light source like point, area or sun light. Indirect Irradiance(maybe you can call it bounce light) - non-grayscale pass from environment or sky light. So, it must be light pass from environmental source. So, basically I need "Direct Illumination" and "Indirect Illumination" in Maya terminology. I'm new in Houdini shading and rendering. Could you please help me with my question? Can you explain me step-by-step, how I should choose type of light, configure them, how I should configure Mantra(PBR) render node and maybe shader? I tried to dive inside Mantra Surface material, but I have got some fake results. [ADD] Maybe I can make direct light pass that way: [direct_diffuse] - [direct_color_noshading] ? Will try it now. [LATER] Nope, it doesn't work. [ADD] Example would be great, but I will appreciate all helpful information and every answer. [ADD] All of this should be done in one render. Saved to EXR file as layers. Would be well appreciate. Thanks for your attention. Yours respecfully, Paul. P.S. picture example from some Maya video, not mine.
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- ligh pass
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