Overview
Houdini provides different types of render nodes:
Nodes corresponding to renderers and scene description formats (such as the Mantra node and RenderMan node). These nodes output scene description files and call the appropriate renderer to render the file.
Nodes for generating other outputs, such as the Geometry node which “renders” the scene geometry to a geometry format such as
.bgeoor.obj.Utility nodes to control renders and dependencies. For example, you can use the Merge node to sequence renders. You can use the Switch node to switch between different render nodes based on an expression.
For example, you can set up different output nodes for different render qualities (such as test render and final render) and independent render passes. Or, you can render a scene with different renderers.
Each driver renders the view of the scene through a camera. For a driver to work correctly, the camera associated with the driver must exist.
Note
Houdini’s shaders are specific to particular renderers. Rendering with a different renderer will require you to use different shaders on your objects. However, you can switch shaders based on the renderer.
How to
| To... | Do this |
|---|---|
| Create a new render node | Choose Render > Create Render Node from the main menu. |
| Edit an existing render node | Choose Render > Edit Render Node from the main menu. |
| Start a render |
or
|
| Show the render network | Click the first segment of the path control at the top of a network editor and choose Other networks > out. |
| Make one render node depend on the output of another | Wire the nodes together to create dependency relationships. See render dependencies. |
| Prevent a render node/branch from rendering | Use the Bypass flag or Lock flag (see render node flags/buttons below). |
Render node flags/buttons
| Bypass | Makes this node have no effect. The node will not render as part of a dependency graph. | |
| Lock | Makes this node have no effect: this node and all of its parent nodes will not render as part of a dependency graph. Once you render out a good set of frames from a branch of the render network, you can lock it to prevent the node from re-rendering the frames when a child node renders. If some input ROP has another ROP that is dependent on it, and that ROP isn’t locked, it will still render. Locking a ROP only blocks one dependency path through the locked ROP. | |
| Render button | Clicking this button will cause the node to render. |
Bypassing or locking a subnetwork will prevent any of the ROPs inside from rendering.
You can still force a bypassed or locked render node to render using the “Render All Bypassed Nodes” and “Render All Locked Nodes” options in the render control window.
Nodes
| 3D Texture Generator | This output operator is used to drive the image3d program which generates 3D texture maps. | |
| Alembic | ||
| Alfred | Alfred is a program shipped out with Pixar’s distribution of RenderMan. | |
| Archive Generator | Generates disk-based archives which can be used by either mantra or RIB renderers. | |
| Batch | Renders the input ROP in a single batch job. | |
| Brick Map Generator | Allows you to convert Houdini volume primitives into Pixar brickmap files. | |
| Channel | The Channel output operator generates clip files from a particular CHOP. | |
| Composite | The Composite output operator renders the image(s) produced in the Compositing Editor. | |
| DSM Merge | Merges two or more deep shadow/camera map files. | |
| Dynamics | Saves the state of a DOP network simulation into files. | |
| Fetch | Makes a dependency link to a ROP in a different network. | |
| Filmbox FBX | Exports entire scenes to FBX files. | |
| Frame Container | Prevents frame dependency changes in the contained nodes from affecting its inputs. | |
| Frame Depedency | Allows an output frame to depend on one or more input frames. | |
| Geo to I3D | Converts .bgeo and .geo volumes into .i3d | |
| Geometry | Generates geometry files from a SOP or DOP network. | |
| HQueue Render | HQueue, or Houdini Queue, is a distributed job scheduling system. | |
| HQueue Simulation | HQueue, or Houdini Queue, is a distributed job scheduling system. | |
| MDD Point Cache | This output operator is used to write an MDD animation file. | |
| Mantra | Renders the scene using Houdini’s standard mantra renderer and generates IFD files. | |
| Mantra Archive | Generates disk-based archives which can be used by mantra. | |
| Merge | Merges several render dependencies into one. | |
| Net Barrier | Blocks the ROP network until synchronization occurs. | |
| Null | Does nothing. | |
| OpenGL | Render an image using the hardware-accelerated 3D viewport renderer. | |
| Pre Post | Renders ROPs before and after a main job. | |
| RenderMan | Renders the scene using Pixar’s RenderMan renderer. | |
| RenderMan Archive | Generates disk-based archives which can be used by RenderMan . | |
| Shell | Runs an external command. | |
| Subnetwork | The SubNetwork output operator provides an easy way to manage large number of output operators. | |
| Switch | Renders one of several inputs. | |
| Wedge | Re-renders the same ROP multiple times with different settings | |
| Wren | This output operator is used to drive the Wren rendering program. | |
| mental ray | Renders the scene using the mental ray renderer from mental images. |