Hi,
I'd like to know how can I tune the ray depth limit of irradiance rays (ie. the number of light bounces when using the irradiance vex function or node). (I'd like to be sure my irradiance calculations have enough bounces… )
thx
imre
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Technical Discussion » (noob) ray depth limit for irradiance calculation
- riviera
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Technical Discussion » message passing/tag child ray
- riviera
- 1694 posts
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Yes, VEX supports ray labels/tags
thanks, this'll allow me to build much more elegant shaders.
rokkenroll!
imre
Technical Discussion » message passing/tag child ray
- riviera
- 1694 posts
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Hi,
Is it possible to ‘label’ or ‘tag’ a child ray in a vop/vex (surface) shader? I'd like to add some extended information to child rays (i want to implement more detailed ray type info, so I'd like to attach a ‘ray type’, e.g. “occlusion”, “refraction”, “probe”, etc.) Then my own shader could pick up this information when it has to deal with such a child ray.
This functionality exists in mental ray, and I wonder if it's possible in mantra?
imre
Is it possible to ‘label’ or ‘tag’ a child ray in a vop/vex (surface) shader? I'd like to add some extended information to child rays (i want to implement more detailed ray type info, so I'd like to attach a ‘ray type’, e.g. “occlusion”, “refraction”, “probe”, etc.) Then my own shader could pick up this information when it has to deal with such a child ray.
This functionality exists in mental ray, and I wonder if it's possible in mantra?
imre
Technical Discussion » POP import in DOPnet (or: Houdini quirks)
- riviera
- 1694 posts
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An example of CHOP strangeness: we have a quick Maya->Houdini exporter, which exports Maya transform data as .clip files. These files then read by a CHOP in Houdini, and applied to the objects and camera (this way you only have to update the .clip files when animation changes in the Maya scene).
Now, let's say one CHOP exports its data to the camera, and I want another CHOP to fetch the same thing from the camera and use it somewhere else. So far I haven't got any luck with this – sometimes it worked, sometimes it didn't. Results were inconsistent.
I guessed that the root of this problem might be that there's no explicit execution order for the various CHOP networks (the one that ‘puts’ the anim on the camera, and the one that fetches it), so it's kind of understandable. (I don't mind if it worked properly, though )
I'll check again the POP thing you mentioned, but I'm pretty sure it didn't work (I spend at least half an hour with it).
Now, let's say one CHOP exports its data to the camera, and I want another CHOP to fetch the same thing from the camera and use it somewhere else. So far I haven't got any luck with this – sometimes it worked, sometimes it didn't. Results were inconsistent.
I guessed that the root of this problem might be that there's no explicit execution order for the various CHOP networks (the one that ‘puts’ the anim on the camera, and the one that fetches it), so it's kind of understandable. (I don't mind if it worked properly, though )
I'll check again the POP thing you mentioned, but I'm pretty sure it didn't work (I spend at least half an hour with it).
Technical Discussion » POP import in DOPnet (or: Houdini quirks)
- riviera
- 1694 posts
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Hi,
Recently experimented with some pop/dop stuff (driving particles with fluid, in particular), I hit another “Houdini quirk”.
After I spent about an hour to reproduce an example scene (from exchange, I think) I realized that the POP solver in dopnets can't “import” popnets from SOP networks (the kind of popnet which has 4 inputs). The other type of popnet (the general one, without inputs) works fine from any other network.
Now this is something I call annoying (the sop-popnets are my favorite ). Even more, if you're new to Houdini (such as myself), this can be quite confusing (and I got a few years of CG technical experience, so it took just a half an hour to pinpoint the problem, but what about a real newbie? ).
This is not the first time I ran into such a thing – it would be useful to have a document or a web page describing such ‘quirks’ (not checked odforce yet).
Such things may not get noticed by the hard-core users anymore (as they learned to ‘live with it’, I suppose), but can be quite boring for newcomers.
(I could also talk about some chopnet evaluation ‘strangenesses’ and the like – most of the cases I can ‘guess’ how the architecture works and understand the way things work – or doesn't )
imre
Recently experimented with some pop/dop stuff (driving particles with fluid, in particular), I hit another “Houdini quirk”.
After I spent about an hour to reproduce an example scene (from exchange, I think) I realized that the POP solver in dopnets can't “import” popnets from SOP networks (the kind of popnet which has 4 inputs). The other type of popnet (the general one, without inputs) works fine from any other network.
Now this is something I call annoying (the sop-popnets are my favorite ). Even more, if you're new to Houdini (such as myself), this can be quite confusing (and I got a few years of CG technical experience, so it took just a half an hour to pinpoint the problem, but what about a real newbie? ).
This is not the first time I ran into such a thing – it would be useful to have a document or a web page describing such ‘quirks’ (not checked odforce yet).
Such things may not get noticed by the hard-core users anymore (as they learned to ‘live with it’, I suppose), but can be quite boring for newcomers.
(I could also talk about some chopnet evaluation ‘strangenesses’ and the like – most of the cases I can ‘guess’ how the architecture works and understand the way things work – or doesn't )
imre
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