Jump to content

Help with Render Passes


m89

Recommended Posts

Hey guys we are some University students working on our major project in Houdini. We are currently trying to render off a colour pass and a depth pass. however when ever we try to do so it will also render out a beauty pass too. This is due to the fact that we are using extra image planes in the mantra node. Is there any way to render these passes using takes or setting something in the mantra node to override the beauty pass? Any suggestions would be great.

Thanks

m89

Link to comment
Share on other sites

hi, You can add the paramater "shop_disable_surface_shader" to the ROP to force mantra not to use any surfaceshaders. now you can render at least the depthshadow without overhead. to still render color (maybe with textures) and no beauty, I'm not sure how that should work

Link to comment
Share on other sites

hi, You can add the paramater "shop_disable_surface_shader" to the ROP to force mantra not to use any surfaceshaders. now you can render at least the depthshadow without overhead. to still render color (maybe with textures) and no beauty, I'm not sure how that should work

Hi,

thanks for getting back to us so quickly, could you clarify what you mean by "shop_disable_surface_shader", is it an actual node, or something you have to set using the parameter node? As we couldnt find it in the ROP level. Sorry if this is a really a stupid question, this is the first time we've used houdini for rendering.

Thanks

m89

Link to comment
Share on other sites

shop_disable_surface_shader will not disable all surface shading but will remove color, reflection and such things (not displacement, there is a separate parameter for that). So, you end up with a minimal "beauty" shader.

I don't know how to completely remove it, except setting matte shading.

disable.hipnc

post-4013-130308158718_thumb.jpg

post-4013-13030815956_thumb.jpg

post-4013-130308160247_thumb.jpg

Edited by Macha
Link to comment
Share on other sites

Thanks for your help, we managed to do a colour pass using a take, and rendering off by using a constant shader with the texture applied, but we are still having difficulties with the depth pass. Still not too sure about how to do this

Thanks again

m89

Link to comment
Share on other sites

  • 2 weeks later...

Thanks for your help, we managed to do a colour pass using a take, and rendering off by using a constant shader with the texture applied, but we are still having difficulties with the depth pass. Still not too sure about how to do this

Thanks again

m89

See the attached scene and images. Note the extra image plane on the output tab of the Mantra ROP node. The shader is in the SHOP network, note the parameter node with the name of depth and export enabled.

depthChannel.hip

post-4703-130402668172_thumb.png

post-4703-130402668752_thumb.png

Link to comment
Share on other sites

shop_disable_surface_shader will not disable all surface shading but will remove color, reflection and such things (not displacement, there is a separate parameter for that). So, you end up with a minimal "beauty" shader.

I don't know how to completely remove it, except setting matte shading.

Just wanted to say how super handy this is for making ambient occlusion passes and I did not know about it until i stumbled upon this thread.

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...