kensonuken Posted November 1, 2009 Share Posted November 1, 2009 Im getting no fur renders even after applying the fur shader to the generated fur. I believe the since the fur procedural uses Mantra its not rendering the fur... how are u guys working out Fur with 3Delight? Quote Link to comment Share on other sites More sharing options...
edward Posted November 2, 2009 Share Posted November 2, 2009 That's right, there is no Houdini Fur procedural for 3Delight (or any other renderer except Mantra). Quote Link to comment Share on other sites More sharing options...
kensonuken Posted November 3, 2009 Author Share Posted November 3, 2009 is it the same case with renderman as well? Quote Link to comment Share on other sites More sharing options...
edward Posted November 4, 2009 Share Posted November 4, 2009 Yes. The Houdini Fur procedural is only available for Mantra. Quote Link to comment Share on other sites More sharing options...
kensonuken Posted November 4, 2009 Author Share Posted November 4, 2009 (edited) but if the case if i want to render the fur using Prman or 3delight in H? Initially i had issues with sss and displacements so i thought to switch to either Prman or 3delight but I was already fell in love with mantra but as i have to fix up the pipeline i have to do choose one renderer which does the job... if sss works fine in Mantra then i dont have to look back to any renderer for a very long time... but... now im in between... Edited November 4, 2009 by kensonuken Quote Link to comment Share on other sites More sharing options...
Ratman Posted November 4, 2009 Share Posted November 4, 2009 Most production pipelines write their own for Renderman compliant renderers, it's just the way it goes. Quote Link to comment Share on other sites More sharing options...
ykcosmo Posted November 5, 2009 Share Posted November 5, 2009 mantra works very well, why do u want to try 3delight? Quote Link to comment Share on other sites More sharing options...
edward Posted November 5, 2009 Share Posted November 5, 2009 I suppose it's possible that Houdini's hair procedural be made for other renderers. I have no idea if, when, or what of course. Quote Link to comment Share on other sites More sharing options...
kensonuken Posted November 5, 2009 Author Share Posted November 5, 2009 I love the way fur works in Mantra with Marks shader its still more beautiful renders but when It comes to sss I have to choose something other than H... I know even in AO Mantra beats Prman by large extent and btw its free as well.. what else a studio needs beyond this. I dont know I have to figureout the sss with displacements or Normal maps in H... Quote Link to comment Share on other sites More sharing options...
negow Posted November 6, 2009 Share Posted November 6, 2009 I dont know I have to figureout the sss with displacements or Normal maps in H... I'm having this problem aswell, you could bake the displace to geo when creating the sss pc, or use the axisSSS, which does pathtraced sss. Both methods are somewhat slow though.. Quote Link to comment Share on other sites More sharing options...
ykcosmo Posted November 6, 2009 Share Posted November 6, 2009 however, use offline renderer to render sss is not fast....so, sometimes slow is ok, if the result is very nice ! Quote Link to comment Share on other sites More sharing options...
kensonuken Posted November 8, 2009 Author Share Posted November 8, 2009 yeah even axis SSS is very slow sometimes I dont know when this Pixel filter based sss ( Henrik Jensen`s ) model will be available in H... 3delight sss is rocket... very fast.... Quote Link to comment Share on other sites More sharing options...
carstenkolve Posted November 16, 2009 Share Posted November 16, 2009 i've rendered houdini fur in 3dl by baking the hair preview into ri nurbs curves and rendering those (and adding all sorts of shading variables in sops) - once you add the motion samples it generates some pretty big ribs - but depending on the amount of hair you're dealing with this might be acceptable Quote Link to comment Share on other sites More sharing options...
kensonuken Posted November 17, 2009 Author Share Posted November 17, 2009 yeah the big prob up here to bake is to get those massive ribs into memory and not efficient... but howz renderman working on this? or in general studios prefer to use Maya or any software when it comes to furred characters? Quote Link to comment Share on other sites More sharing options...
kensonuken Posted November 17, 2009 Author Share Posted November 17, 2009 after using Houdini I dont even remember when was the last time that ive opened Maya.... Maya sucks... Quote Link to comment Share on other sites More sharing options...
carstenkolve Posted November 18, 2009 Share Posted November 18, 2009 well, normally you have a procedural doing the job of injecting the hair curves based on some control data (maps, guide curves etc) - same way that the mantra fur procedural does it the only thing I could think of to make your hair rendering a bit more efficient when using exported ribs is to split your fur into a number of bounding boxes and export those as separate ribs. then in your rendering scene bring in all of those ribs a delayed archives. you probably have to play a bit around with the number of divisions to find a good compromise between memory usage during rendering and files to deal with. i know maya fur is a bit of a pain, but in the very latest versions (if you're on support) 3dfm has gotten pretty good at interpreting maya fur and exposing variables useful for shading - other than that, I'd have a look at shave and a haircut, a bunch of studios are doing commercial work with it Quote Link to comment Share on other sites More sharing options...
atap3d Posted November 18, 2009 Share Posted November 18, 2009 I tried to render fur. http://www.atap3d.com/2009/07/ifur.html you can see sources Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.