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Showing results for tags 'rendertime'.
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Hi everybody! Share your methods of debugging a render time in houdini, how it can be registered for each frame. Perhaps there is a way to display the render time over the frame, for subsequent comparison? Thanks!
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Hi everyone. I've got a little problem, I'm trying to render my work in mantra, but the problem is that houdini reload the geometry for each frame and it's a bit long. When i render it in the render view everything works well, Houdini loads the geometry once and render each frame very quickly, but when i render it on the disk , he loads the geometry for each frame, and i don't know why. what i render is just a simple sphere instance on a lot of point , arround 10 million. Is there a way to cache the geometry for the render ? Thanks.
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- rendertime
- geometry
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Hi everyone, I am trying to use a grain simulation to create a sticky gum effect. (like this video) but I have a problem with the meshing. To create a skin out of my grain I first convert my grain to vdb (with vdb from particlesfluid) and then I use convertvdb with the polygon polygon option to convert this to a polygon “skin”. Everything looks perfect in the viewport but when I try to render, it is inflated at rendertime, ie: it’s not a perfect match with what I see in the viewport. If instead of grains, I use a sphere that I convert to vdb volume and then back to poly with the same convertvdb node with the polygon option I don’t get this volume increase at rendertime. See yourself: Is this a bug? Do you know any workaround I could get mantra to render the same result as I see in the viewport when using grain as a source? I saw this thread where someone talk about creating properties in a shader to get to render vdb isosurface directly without converting to poly: https://www.sidefx.com/forum/topic/29678/ But I still have to investigate that one, looks a bit complicated. As another workaround I could render my sim correctly by writing the vdb to disk and loading it in max to render with vray and it rendered correctly. But still I would like to know why mantra can't do it. thanks
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I've made a distant forest out of 50 million points, which I've cached out in a single bgeo file to load at render time using the delayed load procedural shader. Is it possible to add additional functionality into the procedural? I would like to add some minimal movement to the points, as an indication of wind. Rather than generating a sequence of files, I was wondering if it's possible and how to put together a procedural shader to load the cache and add some noise offset at render time. thank you georgios
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