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Found 6 results

  1. Hi there! I would like to do a render passes where every object has a constant colour and right now I am doing it via takes ( which is very time consuming to set up). I have also tried the op_id and primid in mantra but that doesn't give me a different colour for each object in the scene. How would I go about doing this more efficiently? Any and all help would be greatly appreciated Cheers! Ronald
  2. its a very simple question. ofcourse i have gone through odforum and google for redundancy. Question is , how do i get an object and its shadow rendered out. eg:- if i have a box on a ground i want to render out box and all its elements including its shadow but excluding the ground. so that i can save time on rendering background and that way i can export to Photoshop and play around with different background. i know the long method i want something like vray in maya, vray has a shadow catcher. below is the only tutorial i found on internet. this method is ridiculous, and its pretty old . i am hoping there is a simple method ,as the update of Houdini in each year is awesome
  3. Hello everyone, I made this tutorial to show a workflow to setup passes for rendering using python. The same can be achieved by the Takes, but I find using python for the task can be quite useful in some cases
  4. Hi magicians, I was trying to create render passes for the fire, I want my temperature and fuel to be render as different render passes, I tried to use temperature and fuel as float in extra render images, but the problem is that, I am not been able to get it properly. what is the way to get render passes for temperature, fuel and heat in extra image details ? I would also like to know the way to render normal passes and any other passes which can be rendered out from volume, like opacity pass or something helpful in compositing. I get the fire mask from the shader but it is not that useful. Thank you.
  5. Hi guys, I've been trying to render a sequence in HQueue for Houdini 15.0.244.16 but it is not rendering my per-light components out, but rendering an "all" component. Hqueue also doesn't show any error when the render is taking place I've tried rendering the same mantra node locally and all the components do appear, I Have attached 2 screenshots showing the difference in the render passes, any help would be greatly appreciated. Cheers Ronald
  6. Hi guys! I've got a plea for someone, who know about Houdini Mantra Multiple Image Planes(PBR) - could you PLEASE give me a scene(.hip file) with simple pbr-compatible shader, 2 light sources - direct and indirect, and mantra rop, which produces this passes: 1. direct irradiance - amount of direct light received, could be black&white(float). it must be only amount of light, without enything else; 2. diffuse - without shading, only color(i know, how to reach that one); 3. indirect - AMOUNT of indirect light received, as in "direct irradience" pass; 4. specular - i want simple specular, without diffuse and anything else. couldn't reach it by myself. I've got diffuse component in my tests. 5. reflection - i think, it's like "inderect_reflect" from mantra surface shader default image planes. But I don't need diffuse! Only reflection of objects and self-reflection - no lights. Terminology, that I'm using - it's from MentalRay. I want to reproduce my Mental Ray(from maya) shader in Houdini Mantra, but I just can't get those freaking passes! I want to say - I'm not lazy bastard. I've wasted a lot of hours, trying all default image planes, trying to create my custom export nodes in vex editor - I simple can't understand it! I will not give you my failed .hip files because there is not any usefull information. I will attach file with test shader and passes that I need to achieve from Mental Ray. Crying for your help. I will be much MUCH appreciate it. I just need scene, that is got shader and rop, that gives result that I need to dive in, explore it and understand, how it works... Best regards, Paul.
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