scorpius Posted March 23, 2008 Share Posted March 23, 2008 (edited) Hi, I'm new here, and new to Houdini. I've been testing Apprentice's rendering abilities and am trying to get my head wrapped around Houdini's workflow. Here is a simple render of a quintrino with these nodes applied: smooth -> subdivide -> wireframe. It's lit by a single environment light (for a GI effect) and also has a very subtle touch of DOF. It looks like something Spider-Man would have, doesn't it? Here's a rough twisty-turny animation. It's noisy because of low samples. This really needs to be baked, but can houdini bake to meshes and primitives at the same time or do the primitives need to be converted to meshes first? http://home.comcast.net/~gamma-ray/img/spider-anim.avi Edited April 13, 2008 by scorpius Quote Link to comment Share on other sites More sharing options...
aracid Posted March 24, 2008 Share Posted March 24, 2008 wow dude, thats pretty cool Quote Link to comment Share on other sites More sharing options...
altbighead Posted March 24, 2008 Share Posted March 24, 2008 sexy spider ball i say.. Quote Link to comment Share on other sites More sharing options...
Andz Posted March 24, 2008 Share Posted March 24, 2008 Great image scopius! And your nickname looks like one of Spiderman's enemies :batman: Welcome to the forum! Quote Link to comment Share on other sites More sharing options...
zasid Posted March 24, 2008 Share Posted March 24, 2008 its looks cool. This seems to be a good use of copy sop.cool work. Quote Link to comment Share on other sites More sharing options...
stevenong Posted March 24, 2008 Share Posted March 24, 2008 Very nice model and render. Cheers! steven Quote Link to comment Share on other sites More sharing options...
scorpius Posted March 24, 2008 Author Share Posted March 24, 2008 Thanks for the comments! Now what I want to do is make a simple turn-table animation. But this render takes about 15 minutes per frame, so that's way too long for 360 frames. I'll see if I can bake the illumination, but I never get good results with that. Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted March 24, 2008 Share Posted March 24, 2008 Yep - cool render! Quote Link to comment Share on other sites More sharing options...
ihab Posted March 24, 2008 Share Posted March 24, 2008 cool stuff! did you model it in houdini? cheers Quote Link to comment Share on other sites More sharing options...
stevenong Posted March 24, 2008 Share Posted March 24, 2008 Hi, It shouldn't take 15mins per frame. Are you rendering with PBR or just regular micropolygon? Also, you can do DOF in COPs so that should save you some time there. I'll see if i can set up something for you later if I have time. Cheers! steven Quote Link to comment Share on other sites More sharing options...
Marc Posted March 24, 2008 Share Posted March 24, 2008 I was initially a little hesitant to open this thread actually . Definitely pleasantly surprised... very nice image, I'm keen to see it move. M Quote Link to comment Share on other sites More sharing options...
scorpius Posted March 25, 2008 Author Share Posted March 25, 2008 ihab, I don't know how to model in houdini yet because I'm just a simple beginner. I used Blender for the modeling. It would be great practice for me to re-model it with houdini, but I'm still learning and houdini is very different than the modelers that I'm used to. stevenong, I used 'ray-tracing' for the rendering becuase it reduced the noise from the light much better than PBR or MPR did. And using DOF in COPs isn't true focal-blur is it? It's probably a blur based on a depth map, which would be faster and less accurate, but no one would notice this in an animation. Marc, I was a little hesitant to title the thread the way I did, but a catchy title can generate more interest. Quote Link to comment Share on other sites More sharing options...
Marc Posted March 26, 2008 Share Posted March 26, 2008 Marc, I was a little hesitant to title the thread the way I did, but a catchy title can generate more interest. hehe... eh, I was joking.. it's a good title, very descriptive Quote Link to comment Share on other sites More sharing options...
cellchuk Posted March 26, 2008 Share Posted March 26, 2008 hey. it looks very cool man. nice one :thumbsup: Quote Link to comment Share on other sites More sharing options...
scorpius Posted April 14, 2008 Author Share Posted April 14, 2008 Update: Here's a rough twisty-turny animation. It's noisy because of low samples. This really needs to be baked, but can houdini bake to meshes and primitives at the same time or do the primitives need to be converted to meshes first? http://home.comcast.net/~gamma-ray/img/spider-anim.avi Quote Link to comment Share on other sites More sharing options...
edward Posted April 14, 2008 Share Posted April 14, 2008 A Houdini native geometry file (.geo or .bgeo) can contain all geometry types. However, your question is weird. To do this kinda of animation, just animate at the object level. Do NOT do it with a Transform SOP. Quote Link to comment Share on other sites More sharing options...
Jordan Posted April 14, 2008 Share Posted April 14, 2008 Update:This really needs to be baked, but can houdini bake to meshes and primitives at the same time or do the primitives need to be converted to meshes first? http://home.comcast.net/~gamma-ray/img/spider-anim.avi For G.I. baking, go here http://odforce.net/wiki/index.php/ShaderUnwrap It contains almost all of the information u need for baking g.i. cheers, jordan. Quote Link to comment Share on other sites More sharing options...
symek Posted April 14, 2008 Share Posted April 14, 2008 (edited) For G.I. baking, go here http://odforce.net/wiki/index.php/ShaderUnwrapIt contains almost all of the information u need for baking g.i. cheers, jordan. Using GI cache will speed up this rendering quite a lot also. It's also less problematic than baking textures. I'd say 3-4 minutes for a first frame and 1-2 for the rest. Also worth to mention that rendering in UV space are handled now with two mantra render properties that can be added to Mantra ROP: vm_uvobject and vm_uvattribute. You can add them via Edit Rendering Parameters menu (Gear Icon of Parameter Pane). cheers, sy. Edited April 14, 2008 by SYmek Quote Link to comment Share on other sites More sharing options...
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