Found 8 posts.
Search results Show results as topic list.
SI Users » SKYRIG: rendertime effect - to - VDB?
- Perry Harovas
- 10 posts
- Offline
I myself have not seen a webpage showing what it can do, but I easily could have missed it.
SI Users » SKYRIG: rendertime effect - to - VDB?
- Perry Harovas
- 10 posts
- Offline
Thank you for the help, Jeff. I will try your suggestion.
What I mean by Render Time was that the Sky Rig only renders the full sky at software render time with Mantra. Since I didn't want to render it in Houdini, but instead wanted to export a VDB to render in another package, I didn't know if they same quality settings at full sky coverage could be exported to VDB, since the full sky can't be seen unless I render it with Mantra (and God knows I don't have enough RAM to set my bounding box preview area to show the entire area the render would cover at that quality).
What I mean by Render Time was that the Sky Rig only renders the full sky at software render time with Mantra. Since I didn't want to render it in Houdini, but instead wanted to export a VDB to render in another package, I didn't know if they same quality settings at full sky coverage could be exported to VDB, since the full sky can't be seen unless I render it with Mantra (and God knows I don't have enough RAM to set my bounding box preview area to show the entire area the render would cover at that quality).
SI Users » SKYRIG: rendertime effect - to - VDB?
- Perry Harovas
- 10 posts
- Offline
OK, answered (most) of my own question:
It is possible, yes, just hook up a Convert VDB, change it from Volume to VDB
in the attributes for that node, then hook up a File node and navigate to a place to save it. Type NAME.vdb and change the Operation from Read to Write.
Advance one frame, and it saves the preview region as a VDB!
OK, now my last 10% of my question I can't figure out.
Can a conversion be done of a much larger area, using the settings
in the rendertime VOLUME VOP as a basis for how large an area and at what quality it will be converted to is?
Thanks again,
Perry
It is possible, yes, just hook up a Convert VDB, change it from Volume to VDB
in the attributes for that node, then hook up a File node and navigate to a place to save it. Type NAME.vdb and change the Operation from Read to Write.
Advance one frame, and it saves the preview region as a VDB!
OK, now my last 10% of my question I can't figure out.
Can a conversion be done of a much larger area, using the settings
in the rendertime VOLUME VOP as a basis for how large an area and at what quality it will be converted to is?
Thanks again,
Perry
SI Users » SKYRIG: rendertime effect - to - VDB?
- Perry Harovas
- 10 posts
- Offline
Love the look of the Sky Rig.
I was wondering if it was possible, through some Houdini magic, to convert it into a VDB or Volume?
It is already (sort of) being done via the preview, so I assume it is technically possible.
I know an entire sky would be insane to do, but I have a willingness to try.
Anyone know?
Thanks for any help or hints!
I was wondering if it was possible, through some Houdini magic, to convert it into a VDB or Volume?
It is already (sort of) being done via the preview, so I assume it is technically possible.
I know an entire sky would be insane to do, but I have a willingness to try.
Anyone know?
Thanks for any help or hints!
Technical Discussion » gas reduce when inside null or geometry?
- Perry Harovas
- 10 posts
- Offline
It does help, thank you. I have to say, you Houdini people are the most helpful people I have ever seen in a forum!
You guys and gals also always seem to post example .hips, too.
That helps so much.
Thanks again!
You guys and gals also always seem to post example .hips, too.
That helps so much.
Thanks again!
Technical Discussion » gas reduce when inside null or geometry?
- Perry Harovas
- 10 posts
- Offline
Hi all,
Been struggling with something recently that I can't seem to easily solve.
I come from a Softimage ICE background.
A typical thing we would do is test if something is inside a null or inside some other geo, and then delete or do something to the data inside. In the case of particles, we would test if they were inside a null, then if (using an IF node) they were, we would hook up a delete node.
Is there a similar way (read EASY) to do this with a volume smoke sim on
the gas density? I want it to reduce if it is inside a null or a sphere or some type of thing. I know this is possible (EVERYTHING seems possible with Houdini) but is there an easy way to recreate this type of interaction?
Thanks for any help you might be able to provide.
Been struggling with something recently that I can't seem to easily solve.
I come from a Softimage ICE background.
A typical thing we would do is test if something is inside a null or inside some other geo, and then delete or do something to the data inside. In the case of particles, we would test if they were inside a null, then if (using an IF node) they were, we would hook up a delete node.
Is there a similar way (read EASY) to do this with a volume smoke sim on
the gas density? I want it to reduce if it is inside a null or a sphere or some type of thing. I know this is possible (EVERYTHING seems possible with Houdini) but is there an easy way to recreate this type of interaction?
Thanks for any help you might be able to provide.
SI Users » How do I see procedural textures in the viewport?
- Perry Harovas
- 10 posts
- Offline
Thanks to everyone for the help.
Sorry I was away from the discussion, I got really sick for a few days, then slammed with work. Just delivered today, and the first thing I wanted to do was check back on the Houdini forums.
Anyway, I did mean procedural textures, yes.
While we can't see them in Softimage (except the horrible “High Quality” mode), I find being able to see them very helpful.
However, as we said (by Gray, I think) the IPR is very fast so that does help a lot.
Thanks again to all for the help.
Perry
Sorry I was away from the discussion, I got really sick for a few days, then slammed with work. Just delivered today, and the first thing I wanted to do was check back on the Houdini forums.
Anyway, I did mean procedural textures, yes.
While we can't see them in Softimage (except the horrible “High Quality” mode), I find being able to see them very helpful.
However, as we said (by Gray, I think) the IPR is very fast so that does help a lot.
Thanks again to all for the help.
Perry
SI Users » How do I see procedural textures in the viewport?
- Perry Harovas
- 10 posts
- Offline
Hi all,
The difficult made easy, but the easy made difficult seems to be the way to describe Houdini sometimes! This is coming from a Softimage user, so please excuse the noob question (and attitude).
For instance, how the heck do I see an OpenGL procedural texture inside the viewport???
There is SO MUCH raw power here, it is really amazing!
Just kinda frustrating when trying to do “simple” things, like seeing a texture.
Thanks for any advice you can give.
Perry
The difficult made easy, but the easy made difficult seems to be the way to describe Houdini sometimes! This is coming from a Softimage user, so please excuse the noob question (and attitude).
For instance, how the heck do I see an OpenGL procedural texture inside the viewport???
There is SO MUCH raw power here, it is really amazing!
Just kinda frustrating when trying to do “simple” things, like seeing a texture.
Thanks for any advice you can give.
Perry
-
- Quick Links