Hope people don't mind if I revive this thread as I have been trying to resolve an issue related to this without any luck on my own.
I have successfully achieved the Aces look on my images thanks to Yades example (thanks a lot!). One issue still remains on my side which I cannot understand why it happens. I am trying to grab some specific layers of the images I rendered and put them all together by using a Channel Copy.
I attached an screenshot of the result so you can see what I am trying to achieve and the issue I am getting. The image on the left is the actual Smoke I want to export in the red channel of the texture. The image on the right is what I currently see on the red channel of the texture I am exporting. I renamed the image to C rather than the original name (environment light), but the results are always the same.
I am not sure of what the issue is. The emisssion channel (C.g) looks completely fine and exactly the same as the original input. If I disable OpenColorIO, the smoke texture looks alright but then the rest of the channels look wrong. Does anyone have any ideas that could help?
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Houdini Lounge » Easiest ACES-CG to SRGB Jpeg?
- Lifarino
- 4 posts
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Technical Discussion » Lights doesn´t render on OpenGL node
- Lifarino
- 4 posts
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Thanks malexander! I installed latest version and now it works perfectly. Thanks for your time!
Technical Discussion » Lights doesn´t render on OpenGL node
- Lifarino
- 4 posts
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Hello, I seem to be struggling with a process that is supposed to be very simple but for some reason I cannot figure the source of the problem.
I am trying to render a few frames using an OpenGL node, with some lights. The render works but the lights don´t appear on my COP file, even if I force the lights on the settings of the OpenGL node.
Currently I just have the most simple setup to see what I am doing wrong:
I am just rendering the frames and then opening the files on a COP network to see the results. I would expect the lights to be lighting the sphere, but it's not the case. I have tried using a Mantra node to check if anything on my setup is wrong, but the Mantra node does the work perfectly, so at this point I have no idea of what is the issue.
If anyone could give me some support or ideas to try I would thank you a lot. I attached the scene as well just in case.
I am trying to render a few frames using an OpenGL node, with some lights. The render works but the lights don´t appear on my COP file, even if I force the lights on the settings of the OpenGL node.
Currently I just have the most simple setup to see what I am doing wrong:
- I have a simple sphere without material applied
- A couple of Distant Lights of different colours placed on different locations
- An OpenGL node that forces both the object and the lights to be rendered
I am just rendering the frames and then opening the files on a COP network to see the results. I would expect the lights to be lighting the sphere, but it's not the case. I have tried using a Mantra node to check if anything on my setup is wrong, but the Mantra node does the work perfectly, so at this point I have no idea of what is the issue.
If anyone could give me some support or ideas to try I would thank you a lot. I attached the scene as well just in case.
Edited by Lifarino - Dec. 1, 2023 09:14:22
Houdini Indie and Apprentice » A doubt about sprite sheets resolutions
- Lifarino
- 4 posts
- Offline
Hello everyone,
I am looking for getting Houdini Indie and start learning how to create and export stuff to Unreal Engine (Sprite Sheets, rigid body dynamics, fluids, etc.).
I just have a doubt before getting the software:
If I am not wrong, Indie version has animations restricted to 1920x1080 but I don't know if it means the same than exporting Sprite Sheets to UE4. I am just wondering if I could create Particle Effects and export them as Sprite Sheets to UE4 with a resolution of 2048x2048.
Maybe the question is very stupid, but if you could answer me I would thank you. I need to know if I will have this restrictions once I start working VFX in UE4 using Sprite Sheets generated from Houdini.
Thank you in advance!
Cheers,
I am looking for getting Houdini Indie and start learning how to create and export stuff to Unreal Engine (Sprite Sheets, rigid body dynamics, fluids, etc.).
I just have a doubt before getting the software:
If I am not wrong, Indie version has animations restricted to 1920x1080 but I don't know if it means the same than exporting Sprite Sheets to UE4. I am just wondering if I could create Particle Effects and export them as Sprite Sheets to UE4 with a resolution of 2048x2048.
Maybe the question is very stupid, but if you could answer me I would thank you. I need to know if I will have this restrictions once I start working VFX in UE4 using Sprite Sheets generated from Houdini.
Thank you in advance!
Cheers,
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