mohit Posted May 9, 2015 Share Posted May 9, 2015 Please excuse me guys,I am new to Houdini and I was trying to generate few passes of Pyro in Houdini but unfortunately I was unable to achieve those,I hope you guys would help me in resolving the following issues I have faced. I have enclosed my project as well as rendered .exr files for your consideration. 1)How can I generate motion vector pass by using Raytrace Engine in Houdini 14 Build 14.0.291 ? 2) I have generated few passes in houdini please check .exr file but I am unable to see fire and smoke mask in nuke though these masks are visible in Houdini Image Viewer.Please also explain how can I comp them together especially motion vector? 3) Can you explain me should I render Pyro using raytrace engine or PBR,I find raytrace engine fast and more efficient than PBR ,please correct me what I am doing wrong or how can I speed up my PBR rendering without compromising the quality? 4) Is there a way I can add displacement to my Pyro ? 5) How I can generate Volume Light Pass ? 6) How I can generate RGB pass ? Thanks in anticipation. Houdini_Pass_Projects.rar Pyro_Pass.rar Quote Link to comment Share on other sites More sharing options...
henrik.g Posted May 10, 2015 Share Posted May 10, 2015 Please correct me if I am wrong. 1. You can’t. As those are volumes, you would end up with very strange results. If you want the Motion Blur. Render it. Pump up the Xform Samples. 2. Smoke and Fire Mask are not vector passes but float passes. Nuke kinda does not like them and brings them in as „other“. The „s“ channel is your SmokeMask. „f“ your fire mask. 3. Try the Micropolygon Engine. It works fine with volumes. 4. There are possibilities on the Shader. There is a thread around here on the forums, but I think the general agreement was kind of: dont. It just not necessary. 6. Thats a seperate render. Add a seperate shader and Set the color to white. Add 3 point lights as red green and blue. Maybe turn of any volume Lights you might have. I hope this helps and is mostly correct. Quote Link to comment Share on other sites More sharing options...
mohit Posted May 12, 2015 Author Share Posted May 12, 2015 Thank you Henrik for your reply. I was wondering if you can also explain me why micropolygon rendering as well as PBR is slower than raytrace and is there anyway I can make it fast. Please guide me how can I generate depth pass for pyro? 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.