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Found 232 results

  1. Hello I am working on a Ocean scene with a flip tank integration. Now I have rendered out the ocean with the flip tank simulation. And now I want to render the white water. But a few frames after the white water simulation started rendering, the rendering process just keeps crashing, and I dont know how to fix it. Or I do something wrong? Should I cache out the white water first and then hit render or how? And how I can create render passes of the white water, so I just can overlay the different render layers in a compositing software on each other and I dont need to mask it out somehow... Help would be much appreciated!! also, I have used the pop advect by volumes node and the bounding box is cutting away some of the white water, how can I fix this too???? Thanks!
  2. The factors that impact you on choosing the render farm Animations and visualizations must be computed to specify light, reflections, and shadows in order to generate a 3D project. Aside from 3D software, time and computer performance are necessary for this calculating procedure. As a result, using a render farm is quite beneficial. The obvious advantages of employing a render farm are time and cost savings. So, what to consider when choosing a render farm? Let's figure out the factors that impact your choice of a render farm. _______________________________________________ 3S Cloud Render Farm - The Future of Render Farm. Render Farm for Houdini, Cinema 4D, Autodesk Maya, Autodesk 3ds Max, Blender, and more software. Email: hello@3sfarm.io Website: https://3sfarm.com/ Twitter: https://twitter.com/3S_RenderFarm Facebook: https://www.facebook.com/3SCloudRende... Instagram: https://www.instagram.com/3scloud_ren... LinkedIn: https://www.linkedin.com/company/3scl... Tik Tok: https://www.tiktok.com/@3scloud_rende... _______________________________________________ #3s #3scloudrenderfarm #render #renderfarm #rendering #renderingservice #3drendering #3dartist #blenderartist #mayaartists #3dsmax #cloudrenderfarm #cloudrender #customer #feedback #motivation #pleased #satisfaction #maya #blender #houdini #vfx #vfxstudio #CG SHOW LESS
  3. Hi guys, I have a tricky question about the Houdini FX vs Core licences. I do understand the differences between the two licences, but on the Side FX website, there is a mention that isn't clear: "Houdini Core is ideal for modelers, lighters, character riggers and animators to use on its own or as a layout and lighting tool for visual effects created in Houdini FX." Does that mean that I can buy a Core and a FX and render a FX scene on a Core licence ? Does the Core version understand the FX scene, load it, and render it without the possibility to edit of course the content ? Any clarification on the subject of what can render a Core version from a FX scene would be great, because it's not the same price...I do need to optimize the cost and i need to know if my core license can render a FX scene without changing the setup. Thank you.
  4. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  5. Today, 3S will give you guys some useful tips for better 3D renders. 1. Use reference pictures: Gather all the real pictures of objects that you need from different angles, different lighting for your reference. This tip will help your 3D artworks be more realistic. 2. Chamfer the edge: Remember to chamfer all the edges. It will increase the realism and you will get a very nice specular at the end. 3. Lighting and texturing: Lighting and texture are the basic elements of a good rendering model. Combining simulated sunlight with simulated alternative light sources and different angles can better interpret the product. When rendering the product, remember to play around with all the lighting. This may not be the most time-saving method, but it will significantly improve the quality of the results. 4. Imperfection: Not everything is perfect in this world. Don’t try to avoid all the imperfections, something like fingers print on the glass, a crooked picture frame on the wall is still fine. Our brain has been trained for many years and expected for this imperfection. You can’t get a realistic result if you try to avoid all of that. We hope that all these easy but very useful tips will help you get better 3D renders. Stay tuned for more information later! #tips #better #render #betterrender #rendering #renders #renderfarm #cloudrender #3s #3scloud #3scloud_renderfarm #3scloudrenderfarm
  6. Hello there, I have a few problems here: I am trying to make a unlimited ocean scene which I have done without any problems. But now, on the ocean horizon, the water is white for some reason, and I just don't know why it is white, a bug, or I'm just doing something wrong. I tried to make all the bakes in one folder, but it somehow helped, but somehow it did not. I tried to change the parameters in the ocean spectrum, and then bake it again, it helped for some time and then the water was still white. If someone have time, you can take a look on my scene file and the screenshot with the problem. and also, when I try to make a flipbook render, then the flipbook is just rendering the first frame and after that it stops and when I try to render the scene with mantra, then mantra isn't rendering at all... here is a screenshot of the ocean problem and the hip-file: https://drive.google.com/drive/folders/19F8rb7mvUHI_7TNgVI9TzrNU4nlvWcSu?usp=sharing I would really appreciate the help if someone could figure out why it isnt rendering with flipbook and mantra and also the ocean problem.
  7. Redshift IOR Glass issue

    I was hoping somebody could help me with a render of a glass bottle filled with fluid. I am using the RS_Material node with the stock glass preset. I'm attempting to get the refraction of the fluid to function as it would in real life where the liquid appears to go right to the edge of the glass. None of the IOR settings get me there, unfortunately. My model is double sided and the normals are correctly pointing outward on the outside and inward on the inside. The fluid is slightly backed off of the interior surface so we're not penetrating. No matter what I do I can't get the refraction to bend "out", but it will bend "in" no problem. I have a few images attached that show what the different settings are. As you can see, an IOR below 1 ( IOR_0.85.jpg ) correctly pulls the liquid inward as you would expect. An IOR of 1.0 causes the glass to disappear altogether. Nothing I do above 1.51 gets the opposite effect, so you're always seeing the glass thickness represented as a big transparent border. Any advice would be appreciated. Thank you.
  8. Hi everybody ! I’m working on a massive destruction scene (collapsing of 4 buildings with lots of windows) which have finally more than 200k packed fragments… You can see a preview here (the 3td test) : https://www.linkedin.com/posts/lionelalvergnas_bonjour-tous-le-monde-tout-dabord-merci-activity-6789944472420585473-s7mI I’m in trouble with “Object loading” time of Redshift (v3.0.44), with a render time of 7m30 almost 90% of this time is used to load the objects ! How can I speed up this (so long…) time? I’ve already tested the RS proxy, but finally I’ve the same render time with a 2Gb file for just one frame, and I’ve 450 frames… For now, I’ll use Mantra which take “only” 4min per frame, but I would prefer use Redshift because of my RTX3090 ! If you’ve any suggestion, I’ll be happy to read that! Thanks in advance Bye
  9. Hello. I tried to render the color ramp I made in Vop with RedShift, but it doesn't work.The red attribute vop in the attached hip is the one. I'm still a beginner in Houdini and don't know much about RedShift render, but I was wondering if you could help me. Apply ramp color.hiplc
  10. I would like to have light 1 from frame 1 to 10 and light 2 starts at frame 11 for example. Cheers
  11. Rendering cloth on both sides

    Hi guys. I have a quastion 1) how to render cloth on both side? Do i need to use something like polyextrude? 2) Im rendering cloth on extremely high angles of the normals and thats why cloth become white. How to fix this?
  12. Hello all, I am having troubles with the way colours look between the color editor, the render preview, and the output. There is something I should know that I don't know yet. I heard about linear workflow but if I could have your tips on this, that would be great. First in the colour picker when I choose a color for a material (I am using Redshift, but I saw the same issue in Mantra), the color in the little square doesn't match the color I am sampling from an image. How should I set up this color picker: Linear/Raw/sRGB ?? Then that color taken with the colour picker doesn't look similar in the renderview. How should I set Redshift renderview ( Linear/Raw/sRGB/OCIO) ?? And in the Redshift ROP, is there something I should be aware of, something to tick? Are you using the settings in the render preview of RS, as far as I can tell, you can only render a frame from here, not the sequence. I have been looking online but most tutorials I saw don't talk much about this. I read that having everything linear is best apparently, as it works better for post editing, but when I set my color picker to Linear, my RS preview to linear, when I output my EXR, it looks dull (it looks like the sRGB of the RS renderview) Voila, any tips about your personal workflow for this would be amazing and if you know about a tutorial about this, please share Thank you very much
  13. Hello guys, I made a quick example to illustrate my issue. I figured out how to bring the colour values of the different vellum stresses out of the solver, so I can use them in rendering (in my example I am talking about the stretchdistance) I use the attribute transfer and then try to remap the colour range. Vellum uses this purple to red range and I am just trying to remap it with the point vop to a different range but it doesn't seem right. The gradient is different. The blend between colours seems a lot harsher after the PointVop. Attached some screenshots to illustrate my point. I put the hip file in case. Any clues? Thanks test_color_att.hip
  14. Karma Noob Issues

    Hello all, I’m returning to Houdini after stepping away for a bit, and figured I’d brush up a little by giving the Karma renderer a spin. While the general workflow appears to one-up the ancient Mantra, I keep running into the same dumb wall, despite going through basic tutorials by three different artists (per this LesterBanks page: https://lesterbanks.com/2019/11/all-about-karma-and-lops-in-houdini-18/) While everything else seems very straightforward (though still possibly buggy) the thing I can’t seem to get to is any kind of final rendered bitmap that is not just a field of black pixels. I’ve tried rendering through every file-type option (.exr, .tif, .pic, etc) and through every render buffer (tried MPlay, Render to Disk, Render to Disk in Background, etc.) but I am only getting black images, no matter which tutorial I’ve followed. Here’s a link to my project structure: https://www.dropbox.com/s/0edzqf0ivr24scx/KarmaKitchen.zip?dl=0 I took to monitoring CPU / GPU activity: While Karma IPR is running, CPU / GPU activity is ~90%+ / ~15%. For “straight to disk” rendering, CPU doesn’t go above 3%, though Houdini’s Scheduler / Render Manager verifies that the computer is actively rendering. I’m not sure if this will give any clues, but here’s a snapshot of the RM during render. https://www.dropbox.com/s/em4bnzcm4rtnd0i/RenderManager.JPG?dl=0 Otherwise, I’m running Houdini’s Indie license, though as far as I’ve been able to research, Karma is compatible with the Indie license. Am I wrong about this? Also, as a general question, is there a hugely significant speed advantage to Mantra? Seems like it might be wiser to hold-off on Karma until it’s out of beta stage. Any thoughts on that thought? Preemptive thanks to any responders! NpF
  15. I would like to take this value out so I can create a colour gradient out of it and use it in my texture thereafter. I know how to do it with the stress attribute as it appears in the constraints attributes, but I do not have a Bend angle attribute in my solver. Cheers!
  16. I would like to take this value out so I can create a colour gradient out of it and use it in my texture thereafter. I know how to do it with the stress attribute as it appears in the constraints attributes, but I do not have a Bend angle attribute in my solver. Cheers!
  17. Hello, This is more of a question of curiosity at the moment. Although compositing is usually done after rendering multiple passes, how would one go about if one wanted to composite more procedurally at render time, using shaders? Sort of bringing the compositing phase into the SOP/MAT context. I do not mean grabbing a pre-existing image from disc or creating something procedurally and then combining them in a shader with layering or the Composite VOP, I mean making the same calculations, but on the pixels that would be rendered if the object weren't there, something like transmission and ray-bending calculations on glass like surfaces. Basically I'm talking about getting "what would be rendered if the object weren't there" information into the shading context as a possible layer to be made calculations on, blended with, etc. Would there be a specific VOP, something I haven't encountered yet? This could provide some interesting possibilities, I think, for example the option of controlling blending modes at SOP context with attributes more intuitively without having to promote some attributes to shaders, render them as separate passes, and then try to do procedural operations on them in COPs or some compositing application. A more specific example would be a lot of grids, pointed towards the camera, moving around in world or object space, and having materials applied to them that dictate, based on geometry attributes, weather whatever is used as their surface color or texture, would be "overlayed" over everything in the 3D space behind it, added to it, multiplied, used in a difference or subtract calculation, or something else. I hope I communicated clearly enough. Anyone tackled this?
  18. Hello, I am just starting with Redshift within Houdini and I have gone through the basics. I have a sim that I exported as an alembic and I used the unpackSOP to recover my point attributes and prim groups, all on the same mesh. How would I go about applying a different colour or texture on those groups. How can I use the point attribute to drive a particular color? Thanks a lot
  19. Hi guys, I'm new to Vray in Houdini. I just had Vray installed. When I clicking the 'Show VFB' on the Shelf Tools, it's not showing. Does anyone know a solution to this?
  20. Hey everyone, so I've set up a scene with a principled shader and it rendered fine when I exported it to ifds and rendered it on our farm. But then I needed an extra AoV for an attribute to mask out parts of the object that has the shader assigned. In order to get that to render, I opened the principled shader and did a simple bind->bind export setup for that variable which then rendered fine locally. But from then on, no matter what I tried when exporting the scene to ifds, the object with the open principled shader would always render as if it has no material assigned. I tried forcing VEX shader embedding, which made the ifds quite a bit bigger and made me hopeful, but to no avail, all I get is grey shading. For now, I render the mask as a constant material in a separate mantra node but there has to be a way to output an attribute in an AoV when using the premade shaders. Any help is very welcome!. Thanks in advance, Paul
  21. Hello guys, I am aware of this page but I just wanted to get an idea of some of your preferences in terms of preparing geometry for render. https://www.sidefx.com/docs/houdini/render/tips.html If I understand well, exporting as alembic is good for flexibility and to use geo as proxy in other contexts What I noticed with the Rop Alembic Output is that, even though i put an * in the attribute section, my alembic file displays only the P and name attribute. Where are the others gone? How can I recover them? Attribute Transfer? Do you polysoup before using the ROP? Have I missed something important I should be doing to get my sim ready for shading and rendering? All tips super welcomed!! Thank you
  22. Hey guys, I am trying to render a scene in Mantra but nothing shows up in the output. Could somebody help me out on the issue?
  23. Hi, im trying to render a simple pyro explosion with Vray. My steps are pretty simple for now: I added a pyro sim from the shelf tools to my scene gave the sim a material that has the Volume Grid shader https://imgur.com/a/rdjdjtY This is what i end up with. Inside the Volume Grid under Fields i enable Fire, and use the flame attribute, but nothing changes. I have full controll over the Smoke parameters in the Smoke tab, but nothing changes when adjusting parameters in the Fire Tab. Here are my Volume Grid Settings: https://imgur.com/a/kBtFDZm Im sure im just forgetting a step or something. I would appreciate any help. Thanks! pyro_vray_test.hiplc
  24. Hello everybody, I'm new here, and i hope i'll be clear to explain you my problem. I made a moving flag on houdini. But now, i try to apply some material to it. But what happen is my material is filling the hole between the moving rope/flag and my flagpole. The Flag is made of two parts: - The rope (on the left in houdini screenshot) - The flag (on the right in Houdini screenshot) The two are merge together, and after i applied some vellum constraints, vellum solver and file cache. It worked with houdini/mantra material, but not with octane. I guess i'm doing something wrong. I let you some screenshot, hope it will help you. Thank you! Take Care
  25. Hi guys, I have a magazine prototype I've put the front cover on using a redshift texture sampler. I can't find out how to make the material respond to light though - it stays the same brightness no matter what. This is probably a very silly, easy to answer question but I can't make it work...still inexperienced in all this. If anyone has the answers please let me know!
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