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Different options in Mantra node in Houdini14


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Hello all
 
Are there different Mantra nodes in Houdini ?? as the default Houdini14 Mantra node has different set of options and i opened a file for learning purpose, and its Mantra node had different set of options.
 
Also to render different passes Houdini 14 doesnt have clear names whereas the Mantra node which i got from a learning file had clear names of passes.
 
Kindly guide as what is the reason for these differences.
 
Please look at the following images:
 
1) .Houdini14 Mantra node:
 
post-14048-0-72742500-1436772122_thumb.p
 
2) Mantra node from a leaning file (i dont know which version of Houdini is the file created from):
 
post-14048-0-23315300-1436772125_thumb.p
 
 
Thanks and Regards

Edited by sultan
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The nodes sometimes change between release of Houdini. Most of the same properties are in the Houdini 14 version of the Mantra node, just in different places.

 

 

Ok. But the Render Passes are completely confusing.

 

I cant get what co-relates to the previous release which was much clear in the names of the render passes.

 

:mellow:

Edited by sultan
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Do you want the menu to have diffuse, reflect etc. - that is now the (per-component) menu option that uses the 'Export Components 'diffuse reflect coat refract volume' 

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Do you want the menu to have diffuse, reflect etc. - that is now the (per-component) menu option that uses the 'Export Components 'diffuse reflect coat refract volume'

 

Yes, like in previous Houdini version.

 

Because the "Export Component" in Houdini14 does not export the diffuse, reflect,... when exported a simple .exr file

 

post-14048-0-66257200-1436863154_thumb.p

 

:mellow:

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Try checking 'Direct Lighting (per-component)'

 

Works on 14.0.352 OsX.

 

Hey Yea :) the names written in 'Export Components' (diffuse reflect coat refract volume) does get saved when 'Direct Lighting (per-component)' option is Checked. Thanks Marty :)

 

But what all names can be written in the 'Export Components' list ? coz i tried 'specular shadow' but they didnt had any data in their render pass when rendered

:mellow:

Edited by sultan
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It's all there, just not where you're looking. See the help file for the Mantra node too.

 

http://www.sidefx.com/docs/houdini14.0/nodes/out/ifd#idm140631956222432

 

Yes. Same as what Marty said. Thanks lukeiamyourfather :)

 

So you can either:

1). turn ON the option of 'Direct Lighting (per-component)' in order for the render to have the passes mentioned in the 'Export Components' list

OR

2). turn OFF the option of 'Direct Lighting (per-component)' and add 'Extra Image Plane' with 'VEX variable = Direct Lighting (per component)'. This enables to override few parameters like channel name, quantize, sample filter etc..

 

For both the above cases, you still have to write the names in the 'Export Components' list of what all passes you want in your render.

 

So my question now is, what all names can be written in the 'Export Components' list ? coz i tried 'specular shadow' but they didnt had any data in their render pass when rendered, only black frames for specular and shadow :wacko:

 

And as from the help link of Mantra, it says that Export Components is "a whitespace-separated list of shading component names that will be computed for export".

So where and how to create this shading component names ?

 

:mellow:

Edited by sultan
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Well the basic components are in that field by default: diffuse reflect coat refract volume.

From the tooltip it seems you can put your own exported components here too if you defined them inside your shader but I haven't tried that myself. I just make separate entries under "Extra image planes".

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Well the basic components are in that field by default: diffuse reflect coat refract volume.

From the tooltip it seems you can put your own exported components here too if you defined them inside your shader but I haven't tried that myself. I just make separate entries under "Extra image planes".

 

That's what my query is as in my previous posts.

:mellow:

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You can put a "bind export" node in your shader with the plane you want to export. But, this is only how the shader will interpret your input (like color maps). If you want some more detailed information you need to hack the surface model node and have a look inside there. Here you can still put down bind export nodes but it becomes a bit trickier to identify exactly what you want. It's still a normal network but there is just a LOT going on inside there.

 

After you got your bind export set up you can go to extra image planes in the mantra node and put the name & type that you used in the export.

Note that I am talking about "image planes" here. After a bit of digging in the surface model it seems like the components are also interwoven somehow with the BSDF.

I think that what what you need is in the dropdown list and if not, shouldn't require altering of the surface model but just a bind export and an image plane. 

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You can put a "bind export" node in your shader with the plane you want to export. But, this is only how the shader will interpret your input (like color maps). If you want some more detailed information you need to hack the surface model node and have a look inside there. Here you can still put down bind export nodes but it becomes a bit trickier to identify exactly what you want. It's still a normal network but there is just a LOT going on inside there.

 

After you got your bind export set up you can go to extra image planes in the mantra node and put the name & type that you used in the export.

Note that I am talking about "image planes" here. After a bit of digging in the surface model it seems like the components are also interwoven somehow with the BSDF.

I think that what what you need is in the dropdown list and if not, shouldn't require altering of the surface model but just a bind export and an image plane. 

 

Hello Robert,

 

will have to check more on the method you suggested and will reply you soon for the same.

Thanks for the suggestion

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