apprentice render is all white

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I've been trying to do some renders with the latest build of the houdini apprentice version (446 I think) on OSX 10.6. Anyway, the renders always come out with some pure white objects on a pure black background, like a sillouette. I doesn't seem to matter what the about the lights intensity or the materials on the objects. Any ideas?
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I just noticed that if I use the inspector tool on the render output window, I can see real colored pixels. Also if I save the frame as a jpeg, and look at it with preview, it looks fine. So the problem is just the display in houdini of the render frames.

I am using an imac with an ATI HD 4850 GPU if it makes any difference.

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Screen shot 2010-08-02 at 10.59.55 PM.png (170.7 KB)

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Me to. Everything is white, but everything is fine when saving the render as an image. Have tested with all the “Example Files”. I'm running 10.6.3 on a MacPro 2008.

Graphics Card:
Platform: darwin-x86_64-gcc4.2-MacOSX10.6
OpenGL Vendor: ATI Technologies Inc.
OpenGL Renderer: ATI Radeon HD 4870 OpenGL Engine
OpenGL Version: 2.1 ATI-1.6.10
OpenGL Shading Language: 1.20
OpenGL Extensions:
GL_APPLE_aux_depth_stencil
GL_APPLE_client_storage
GL_APPLE_element_array
GL_APPLE_fence
GL_APPLE_float_pixels
GL_APPLE_flush_buffer_range
GL_APPLE_flush_render
GL_APPLE_object_purgeable
GL_APPLE_packed_pixels
GL_APPLE_pixel_buffer
GL_APPLE_rgb_422
GL_APPLE_specular_vector
GL_APPLE_texture_range
GL_APPLE_transform_hint
GL_APPLE_vertex_array_object
GL_APPLE_vertex_array_range
GL_APPLE_vertex_program_evaluators
GL_APPLE_ycbcr_422
GL_ARB_color_buffer_float
GL_ARB_depth_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
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This is fixed in tomorrow's build (11.0.463). For some reason, the OSX OpenGL drivers appear to require a dummy assignment to gl_FragColor before a discard statement in an if() clause in the image processing shader. That's a bit odd since discard completely culls the pixel from processing. Regardless, it's fixed.
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Twod: Oki that's great . However the newest build is Houdini 11.0.446.9 and the build you refer to is 10.0.463 - isn't that an older build number? It's not fixed in 10.0.446.9

EDIT: Maybe you are referring to 10.0.462 - because it's been fixed in that build Thanks alot
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You're right, it's in 11.0.462. Guess I got ahead of myself
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Will this update be available soon?
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