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Found 167 results

  1. I am using an IFD workflow, and I want to render an identical scene from 3+ different camera positions. I've come across several different ways of rendering these 3+ images sequentially, but that's not exactly what I want. I would like to make 1 IFD file that renders 3+ images from different camera positions. Is there a way to do that? I am working with a large dataset. For easy math, let's say that it takes 10 minutes to read/load, and then 10 minutes to render. Rather than doing three sets of load+render + load+render + load+render (60 minutes), I'd like to be able to do load+render+render+render (40 minutes). I have found that I can use the "Stereo Cam Template" (even though I am not rendering in stereo) to work with two of these cameras to do load+render+render in one IFD file. But how can I do this with more cameras?
  2. Hi guys, I had a problem while compositing my project. For some reason, around my object, on PyroSim there is a transparent strip that does not look beautiful. If I render each object separately, then I have this empty space (screenshot1 and screenshot3), if smoke + object in one mantra render, then everything is fine (screenshot2). But I need to have them separately for compositing. Here are screenshots of my render settings (object - spacesip and PyroFx - smoke) I would be happy for any of your advice, I see that there are a lot of cool guys here who know the houdini like their 5 fingers Please forgive me for my english
  3. Hey everyone, So just started deadline for Houdini and I've managed to send my rop output to deadline for rendering but when I explore the output file path, it shows file does not exist. However, when selecting the explore file path, it opens the correct pointed file directory where I want my caches & renders to be at. It does work if I copy & paste the output file path I'm using $JOB for all my files since I'm working, rendering, caching off our servers. Our IT guy have no clue on why it's behaving like this as well therefore would be best if anyone can guide me in setting up deadline? Screenshots attached H16.0.633 | Deadline 10.0.19.0
  4. Render specific frames

    i am trying to render out specific frames from my timeline, can this be automated and saved out to disk? i would like to have control over which frames exactly or control via a pattern, for example per 10 frames render
  5. Sulaiman - Compositing/Houdini FX

    Hi everyone! I am a VFX Artist who just recently graduated from 3dsense Media School who specialises in a wide range of skillsets Below is a Vimeo link to my showreel as well as my submission to The Rookies! Do feel free to drop me a message, thank you! Contact me and check my channels: sulaimanwar18@gmail.com https://linkedin.com/in/sulaimanwar/ https://www.artstation.com/sulaimanwar =================================== https://vimeo.com/325603170 https://www.therookies.co/entries/427 FinalProject10.mov
  6. i am trying to baking displacement map from high poly object to low poly object but it gives me almost completely white image and tangent-spacenormal map is gray image
  7. Does anyone use mantra as the sole renderer for production? Let me rephrase: If I choose to use Mantra for production, am I missing something? am I limited? In which situation do you think I shouldn't be using Mantra? Obviously I didn't mention another renderer to avoid the A vs B. There is just A, Mantra.
  8. Hey, all I have a basic voronoi fracture sim, so then I have add derbis and after that billowy smoke... all works fine I can see the smoke from the debris in the viewport, but I CAN'T see the smoke in my render view? what I make wrong??? Problem render smoke as debris.hipnc
  9. Hi everyone, I've been working on a scene for a while and I'm almost done. This is the first time I'm wrapping up such a big project so I don't really know how to get the renders I need. This is the project I'm working on : https://streamable.com/6hax5 Any comment about the project itself is more than welcome, I'm hoping this could get me a job so if you have anything to say that could help please share. And this is what I need to go to the next step which is compositing, and later on be able to make a breakdown like this one : https://vimeo.com/65050470 What I'm asking here is : how do I render all these different layers ? I've tried putting one object at a time in the "candidate object" of a mantra ROP and "all but [that one object]" (* ^object_name) in the "forced matte". That was the logical thing to do in my mind because it would render only one object and if something is in front of it the alpha would mask it. It kinda works but does some weird artifacts on some renders. Side note : I'm limited by computer power. The render of my project shown above was done in 15 hours and minimal quality (is that fine to send to studios ? do they care ?). I don't mind letting it run a few days but I have to make sure everything is set up perfectly. I say that because I have a side question : does multiplying the number of "render layers" (mantra ROPs) also multiply the time it'll take compared to if I grouped stuff together ? Should I check out renderfarms ? Thanks for reading, Peace !
  10. Hey there, I'm rendering an ocean wave tank that I setup via shelf tools and I'm getting very strange artifacts in my renders at various frames. Sometimes the tank completely disappears and I'm not sure why. There will also be jagged shards of geo popping up ever now and then and I can't for the life of me figure it out. I don't know if there's some discrepancy between the size of my bounding boxes which is causing this odd behavior. If anyone has time to take a look I'd really appreciate it! ocean_js.zip
  11. Hello! I've been trying to render this scene but it is over my head when it comes to render the ocean from a bottom view. How'd you go about rendering this ? I have the standard small ocean preset created, created a simple hdr and fliped it. I also tried reversing the normals from the render grid so the displacement goes the other way around. Someone can give me a headsup ? Found this example aswell
  12. why render the particles is not alpha when used the glow shader if enable the emission? How will I to do? Please
  13. Hello, I am working on an RBD simulation of a hotel collapsing and I have roughly 73,000 pieces in the simulation. I simulated with low resolution pieces and I want to replace them with high resolution pieces but render times are ballooning/render crashes when I swap them. My hi-res pieces are packed and have materials inside. I have the whole set of pieces on a single .bgeo.sc file (5gb) and also each piece individually on disk (See graphic 1). I will refer to them as Set of Pieces and Individual Pieces respectively. I'm fairly new to Houdini so go easy on me, here's the workflow that has gotten me the furthest: - I load the Set of high-res pieces and plug both them and the low-res pieces into a Transform Pieces SOP. (See graphic 2). This allows me to copy the transforms of the low-res onto the hi-res pieces. Up to this part I have no problems. - When I start to render, Mantra takes a long 10-15 minutes generating the scene, using all of my RAM (64gb). If I'm lucky it starts rendering by minute 15, but 90% of the time it just crashes. I'm using Mantra on Houdini 16.5.268 by the way. I know that Mantra needs a copy of the geometry when it renders, so the Set of Pieces is the problem here. I have also tried the Instance SOP, creating an Instancefile attibute on the low-res pieces linking them to the hi-res pieces on disk, but it doesn't seem to be working, I have to be missing something here but I can't find the solution. (See graphic 3) I have almost no knowledge of Mantra, so I have the default settings in the Mantra node. Is there a way of referencing/swapping/instancing the individual hi-res pieces onto Mantra ONLY at render time while also having the transforms of the low-res pieces? Is there another way that I'm missing? Any way of reducing Memory Usage? Am I doing it completely wrong? Thank you in advance!
  14. Hey, I took advantage of some of the price drops on GPU's lately with the release of the 20 series cards from Nvidia. I Got an evga 1070ti ftw2 card for 429$( also has a 20$ MIR to drop final cost to 409$). I put this into my machine that has had an evga 1080ti FE card in it since I built it a year and a half ago. I wanted to share the "real world" test results in case anyone else is wondering if it is worth it to pick up another card. The PC is running win10pro, 64gb ddr4 ram, intel i7 6850k 3.6ghz, primary drive is a samsung 960 evo m.2 ssd and a secondary crucial ssd, 1000 watt evga gold G3 psu, Houdini 16.5.268 and redshift 2.5.48 ( i think ) etc... I ran a redshift test on a scene that is a decent size pyro sim, rendered 60 frames at full HD with fairly hq setting. With just the 1080ti in the pc, the render took 38min17seconds. With the addition of the 1070ti, the render took 25min26seconds for the 60 frame sequence. Adding the second card took almost 13 minutes of the sequence render time. I would say it is worth the roughly $400 bucks. With the option of enabling/disabling gpu's in the redshift plugin options, I ran a single frame of the render and here was the result: with just the 1080ti - 26 seconds for the first frame. With just the 1070ti - 34s, with a little boost to the gpu settings on the 1070ti using the evga overclock software - 32 seconds( not enough for me to want to keep it overclocked beyond how it arrived). With both gpu's enabled - 15 seconds. I think I would be willing to buy another 1070ti while the sale/rebate is going on if it will reduce the render time a further 13 minutes. I'm assuming it would, but maybe I'm not adding something up right here. If adding one 1070ti to the machine cut 13 minutes off the render, wouldn't the addition of another 1070ti take another 13 minutes off the render time.? It would be incredible to drop the test sequence render time down from 38 min to 12 min for roughly $800 in hardware upgrades.! I ran all the PC's parts through a component checker online and even If I add a 3rd card, it should still have about a 100watts of buffer on the 1000w psu. Would probably want to add some more/better case fans if increasing the GPU count from one to three.! Anyways, thats what adding an extra card did for me. E
  15. 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.
  16. RENDER COLORED SMOKE

    Hi Everyone I am new to Houdini. I study three methods to make colored smoke. I can simulate color particles from all of methods but I can not render out colored smoke. As for method 3, more frustrated on the pcopen of material builder. I can not write out particles at all, there is no smoke to render out neither. I really need some help to know how to render colored smoke or pyro after simulation. sorry can't upload file so only use youtube to point out my questions. 1. Method 1: https://www.youtube.com/watch?v=sTObU9iYmmM I only can render grey smoke but can not render colored smoke at 9:18 of video No idea why? 2. Method 2: https://www.youtube.com/watch?v=FudW5RpFw9s&t=60s I set up a material pyro shader to render. I only can render grey smoke again not colored smoke. No idea why? 3. Method 3: https://www.youtube.com/watch?v=A_0emoJjWc0 I follow up video to make the path for point cloud texture, but can’t write out anything after rendering at 30:27 of video. No any smoke at this time. Hope guy can give a help to solve the above issue. No idea where I missing. Thanks in advance Ben
  17. Hi! I'm still figuring out mantra, but in general it's usually fine. I have this file which had been rendering just fine in the preview window, but all of the sudden I can't see anything. I'm sure it's something stupid, but I'd really appreciate another set of eyes looking at it. Thank you! velocity_fields_v.0.hipnc
  18. Output render file naming

    Hey! I was wondering if anybody knows how to bring the camera name into the file name when rendering with redshift. I was trying to use the following today: "$HIP/render/$HIPNAME`_``chsop("RS_renderCamera")``_`$F4.exr" the problem is that `chsop("RS_renderCamera")` gives you not only the camera name but puts the /obj in the beginning: "/obj/cam1". So when you render, instead of naming the file "Name_01_cam1_0001" it creates a subfolder called "obj" I was wandering if there is a possibility to strip the beginning of a string or another solution to get the camera name into the file name. Something like $CAMERANAME would be nice Best, M I tried this one, it didn't work for me, I guess its for mantra?! https://www.sidefx.com/forum/topic/55206/
  19. Hi, Has anyone seen much information about the latest Nvidia cards that will be coming out end September in relation to GPU rendering.? I have been waiting for the specs on these cards for months, and finally they have been released, but of course all the articles so far that I have seen are still somewhat speculation on performance and "leaks" of specs that may or may not be real and all are geared towards gaming. I must say, some of these leaked tests aren't too impressive, like 5% performance increases on the new GTX2080ti over the old 1080ti, but I would have to assume that's because the software doing the tests isn't taking advantage of the RT and tensor cores. I am disappointed that on a $1200 card, they still only have the same 11GB of ram as the 1080ti has, although it is faster/newer ram, I was hoping for more ram.! Have there been any statements made by redshift or otoy about what speed improvements will come form having a card with "RT and tensor cores"..? Just wondering because I will be needing another 2 gfx cards in the next month, and the 10 series cards are having great price drops recently, some 1070ti's are as low as $399. If these new flashy RT cores are going to be a huge performance gain, then I will probably hold out for at least the 2070's. Any info would be great. Thanks. E
  20. Combine clustered pyro into one domain/object to export for render in v-ray Maya? Thanks in advance.
  21. Got a Mantra question! I whipped up a test scene to benchmark render speeds on a few different workstations and found a render issue I'd like to solve -- motion blur is adding a lot of dark shading to my image, and I'm not digging it. This is a typical FLIP simulation where I gradually attempt to drown the Stanford bunny; nothing funky or special going on, just a typical fluid mesh and I'm using SESI's off-the-shelf "basic liquid" shader and mantra ray tracing: No motion blur, splashy water around the bunny is looking how I'd like: With motion blur: Why do those areas in the water surface change get so much darker, especially the stuff that shows up down at the water level? From looking at the light exports, the indirect refraction and indirect shadowing both change significantly. ...I tried boosting the reflection and refraction limits, no difference at all... can anyone spot what's happening here? Maybe it's my lights and the shadows? One environment light and one grid light. I could attach the .hip file but you'd have to run the sim AND the meshing again just to see anything (I can't attach the mesh geometry as a file, it's ~90 MB). Anyway, many thanks for any advice you can offer! Houdini 16.5.536, Windows 10 SESI's "basic liquid" shader 1 grid light, 1 env light mantra ray tracing engine -JS-
  22. hello~ Before I say the problem, I am not fluent in English. problem this picture... indirect but also remainder path.. Why is that? Thanks for reading.
  23. Maybe a basic question, but every studio I have worked at so far have had a custom node usable in the ROP context to fetch a cache. This way one was able to setup dependencies from your cache nodes to your Mantra ROPS. Is there a way to do this using standard nodes? I looked at the Fetch node, but it seems it can only target other rop nodes, like a rop in cops or similar. Cheers
  24. I'm working on a houdini pyro smoke scene and the problem is when I render it, the smoke comes out like it's boiling and also with layers ... I don't know why this happens... maybe because of the emitter or maybe render setting...? I couldn't find it on google as well... somebody help please
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