schwungsau Posted January 29, 2017 Share Posted January 29, 2017 i am starting to experiment some Non Photorealistic Rendering. First i am starting off with non animation Versions. simple point replicate rendered disc's: Houdini viewport: constant shader in mantra: working out some edge strokes and rendered with toon shader: scene Files: point_repli_v001.hiplc point_repli_v002.hiplc 1 Quote Link to comment Share on other sites More sharing options...
schwungsau Posted January 29, 2017 Author Share Posted January 29, 2017 (edited) this time i trying to create fake occlusion with pointclouds to create same NPR with extra displacement: Edited January 29, 2017 by schwungsau Quote Link to comment Share on other sites More sharing options...
stickman Posted January 29, 2017 Share Posted January 29, 2017 I've wakened the beast :-) Cool stuff Heribert! Masking the displacement occlussion effect with an incidence ramp would already look pretty cool. Quote Link to comment Share on other sites More sharing options...
schwungsau Posted January 30, 2017 Author Share Posted January 30, 2017 (edited) i am trying to get same pencil lines into the rendering: Edited January 30, 2017 by schwungsau 3 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted January 30, 2017 Share Posted January 30, 2017 Hey Guys, great topic :-) I just tried to get sub-frame-displacement-animation to work in Mantra and seem unable to achieve it - anybody got it to work like we could in messiah:studio or Lightwave, where the displacement amount or a fractal noise position is animated within the span of a single frame, then cycled and the result rendered with motion blur? Or does Mantra simply not support this? Cheers, Tom Quote Link to comment Share on other sites More sharing options...
schwungsau Posted January 30, 2017 Author Share Posted January 30, 2017 30 minutes ago, Thomas Helzle said: Hey Guys, great topic :-) I just tried to get sub-frame-displacement-animation to work in Mantra and seem unable to achieve it - anybody got it to work like we could in messiah:studio or Lightwave, where the displacement amount or a fractal noise position is animated within the span of a single frame, then cycled and the result rendered with motion blur? Or does Mantra simply not support this? Cheers, Tom it works the some way. To drive your displacemen,t you can not use "$F" (fullframes) for driving your displacement offset. you need to use regular keyframes, $FF or $T*24. In mantra you need to set the geo-samples up to 10 or something. it works with pointvop or displacement textures. i will post example scene later on.... 1 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted January 30, 2017 Share Posted January 30, 2017 1 minute ago, schwungsau said: it works the some way. To drive your displacemen,t you can not use "$F" (fullframes) for driving your displacement offset. you need to use regular keyframes, $FF or $T*24. In mantra you need to set the geo-samples up to 10 or something. it works with pointvop or displacement textures. i will post example scene later on.... Ok, I had regular cycled keyframes but geo-samples only at 5 with the displacement texture in a principled shader where I animated the noise-offset... Good to know it's possible! Thanks and Cheers, Tom Quote Link to comment Share on other sites More sharing options...
stickman Posted January 30, 2017 Share Posted January 30, 2017 Hey Thomas! I have a PwP scene setup. I'll brush it up and share tomorrow. 1 Quote Link to comment Share on other sites More sharing options...
schwungsau Posted January 30, 2017 Author Share Posted January 30, 2017 1 hour ago, Thomas Helzle said: Ok, I had regular cycled keyframes but geo-samples only at 5 with the displacement texture in a principled shader where I animated the noise-offset... Good to know it's possible! Thanks and Cheers, Tom Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted January 30, 2017 Share Posted January 30, 2017 Ok, so it seems the examples actually do not use rendertime displacement but sop-based displacement. I guess Mantra does calculate displacement only once then? Cheers and thanks! Tom Quote Link to comment Share on other sites More sharing options...
schwungsau Posted January 30, 2017 Author Share Posted January 30, 2017 13 minutes ago, Thomas Helzle said: Ok, so it seems the examples actually do not use rendertime displacement but sop-based displacement. I guess Mantra does calculate displacement only once then? Cheers and thanks! Tom check out the last hip file in Painting with polygons thread.... it uses a nice shader setup.... 1 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted January 30, 2017 Share Posted January 30, 2017 Yeah, the shader is nice, but it doesn't do any displacement, that is done and animated in the vopsop... But I don't want to derail your thread with this. As you were ;-) Cheers, Tom Quote Link to comment Share on other sites More sharing options...
schwungsau Posted January 31, 2017 Author Share Posted January 31, 2017 (edited) 9 hours ago, Thomas Helzle said: Yeah, the shader is nice, but it doesn't do any displacement, that is done and animated in the vopsop... But I don't want to derail your thread with this. As you were ;-) Cheers, Tom its just a thread not a gallery just checked mantra, vray, octane or arnold does not support motionblur with displacement maps.... it apperars to be a lightwave only feature... Edited January 31, 2017 by schwungsau 2 Quote Link to comment Share on other sites More sharing options...
schwungsau Posted January 31, 2017 Author Share Posted January 31, 2017 just for the records: painting with polygon method. the rendering is slow and its hard to a get good reading on detailed Models. it works better for lowpoly stuff. 3 Quote Link to comment Share on other sites More sharing options...
stickman Posted January 31, 2017 Share Posted January 31, 2017 I'm currently failing in my attempt to ramp the displacement amount to a combo of hand-painted (or imported) weight map and incidence :-| And.. yeah. LW renders in milliseconds :-( Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted January 31, 2017 Share Posted January 31, 2017 (edited) Yeah, Mantra is absurdly slow with this. Single-Frame-Cycled-Keyframe-Animation didn't work for me either, what did was using an expression like "($FF % 1.0) * 0.0025" (where the last number would be the scale of the effect) for instance in the displacement amount of a VopSop CurlNoise setup. I think I'll stick to Lightwave with that kind of stuff ;-) I think Heriberts original directions above make more sense in Houdini... Would it make sense to port the old Tomcat NPR ideas from Maya to Houdini? Basically drawing strands along silhouettes and features and do some random displacement on them to get strokes? With the fast spline rendering I use now that may be even viable speedwise. The old "invert a second mesh copy, displace along normal and render singlesided" that was discussed in the other thread didn't work for me in Mantra and/or the viewport either. But it does work in unbiased Thea Render to my surprise: Cheers, Tom Edited January 31, 2017 by Thomas Helzle Quote Link to comment Share on other sites More sharing options...
stickman Posted January 31, 2017 Share Posted January 31, 2017 (edited) What didn't work? I wouldn't know how to apply an individual shader (modo speak) to decouple shadows etc. in Mantra. That thea render looks good! Edited January 31, 2017 by stickman Quote Link to comment Share on other sites More sharing options...
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