Jump to content

Spider-Man's Twisted Balls


scorpius

Recommended Posts

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?

spider-ball.jpg

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 by scorpius
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

  • 3 weeks later...
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.

Link to comment
Share on other sites

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.

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 by SYmek
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...