lukeiamyourfather Posted April 14, 2011 Share Posted April 14, 2011 What is the de facto way to render volumes from Houdini in PRMan? Or is there one? For example if I want to render a volume in Mantra I'd save out the volume (simulation or clouds, whatever) as a BGEO and use a delayed load procedural geometry shader and a volume shader like the pyro shader or billowy smoke shader. What would be the equivalent workflow for PRMan? What process do I need to take in order to read the volume back in on the PRMan side? Thanks! Quote Link to comment Share on other sites More sharing options...
brianburke Posted April 15, 2011 Share Posted April 15, 2011 What is the de facto way to render volumes from Houdini in PRMan? Or is there one? For example if I want to render a volume in Mantra I'd save out the volume (simulation or clouds, whatever) as a BGEO and use a delayed load procedural geometry shader and a volume shader like the pyro shader or billowy smoke shader. What would be the equivalent workflow for PRMan? What process do I need to take in order to read the volume back in on the PRMan side? Thanks! houdini ships with a utility called 'hbrickmap' and a rop called "Brick Map Generator". You can feed the brick map generator your volume files and it will write out these as brickmaps. as of prman 15 brickmaps are a first class volume primitive that can be rendered as microvoxels in a similar way to how mantra renders volumes. check out the "volume rendering" chapter of the prman 15 docs. there are some simple shaders to get you started. good luck Quote Link to comment Share on other sites More sharing options...
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