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schwungsau

NPR rendering with Houdini

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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:
Screen-Shot-2017-01-28-at-9.15.45-PM.png

constant shader in mantra:
 

point_replic_1.jpg

 

working out some edge strokes and rendered with toon shader:

 

point_repli_v002.jpg

 

scene Files:

 

point_repli_v001.hiplc

point_repli_v002.hiplc

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this time i trying to create fake occlusion with pointclouds to create same NPR

point_repli_v001a.jpg

 

with extra displacement:

point_repli_v002-1.jpg

 

 

Screen Shot 2017-01-28 at 10.59.33 PM.png

Edited by schwungsau

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I've wakened the beast :-)
Cool stuff Heribert! Masking the displacement occlussion effect with an incidence ramp would already look pretty cool.

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i am trying to get same pencil lines into the rendering:

 

point_einstein_v002a.jpg

 

point_einstein_v002.jpg

Edited by schwungsau
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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

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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....

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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

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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

 

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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

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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....

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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

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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 by schwungsau
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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.

painted_polygon_panther_v001.jpg

painted_polygon_panther_v002.jpg

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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 :-(

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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:

Thea_Inklines.png

Cheers,

Tom

Edited by Thomas Helzle

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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 by stickman

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