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Houdini Lounge » What do you guys think of this node workflow with AI?
- RamaKrishna
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Oh boy there are revolutionary things are happening in AI world!! and I have come across this while searching some AI stuff. DO you guys think this as a future work flow for Houdini as well?
Work in Progress » Houdini City PCG In Unreal (purely hand-writing code myself)
- RamaKrishna
- 35 posts
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Looking incredible. Hope someone make a game like Cities Skylines with this visual quality!
Houdini Indie and Apprentice » @nage attribute not in geometry spreadsheet.
- RamaKrishna
- 35 posts
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This confuses all the new users alot and normalized age is whats gets used all time for effects. I think its should always be propagated to sops. I hope sesi will change this behaviour in future.
SI Users » Camera pan with a "look at" constraint
- RamaKrishna
- 35 posts
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Have you guys tried Qlibs tool's camera rig. With this camera rig its possible to pan and tilt camera while having a look at constraint. But you can animate these parameers as sliders but not while being in camera view. Hope it helps!
Technical Discussion » Arnold Per light AOV
- RamaKrishna
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ChrisBohm
I know this is an old post, but since I just figured out how to do it I might as well answer for the next generation:
It's actually quite easy.
When you choose a AOV in the dropdown, for example “RGBA”, you just change this to “RGBA_*”, which means it creates a RGBA AOV for every light group. Same for example for diffuse: Instead of just “diffuse” you change it io “diffuse_*”.
It is important though to create a ligth group for your lights. A light group is kind of an id for one or many lights. you can set the light group of a light in the Contribution Tab> AOV Light Group.
Unfortunately the documentation from solidangle does not describe the method very well…
Cheers
Works like a charm!! Thanks Chris!!!
Technical Discussion » Shading Depth render for smoke/clouds
- RamaKrishna
- 35 posts
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You should be using deep AOV for volume stuff. Default Z-depth works only for surfaces it seems (as far as I know).
Mantra>images>Deep output is going to write out deep images for you. You can change the .rat extension to .exr. So that
It can write out deep exr's. This going to produce huge file sizes. You can mentions compression on metadata tab to set
the compression quality to get the manageable file sizes.
There are special deep nodes in nuke to deal with deep images. These deep nodes are slow to process. So you better pre render any deep process as regular .exr's for faster feedback while comping in nuke.
Mantra>images>Deep output is going to write out deep images for you. You can change the .rat extension to .exr. So that
It can write out deep exr's. This going to produce huge file sizes. You can mentions compression on metadata tab to set
the compression quality to get the manageable file sizes.
There are special deep nodes in nuke to deal with deep images. These deep nodes are slow to process. So you better pre render any deep process as regular .exr's for faster feedback while comping in nuke.
Technical Discussion » rendering houdini particles like krakatoa force additive
- RamaKrishna
- 35 posts
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pezetko
You can use opacity trick (set Opacity to low and compensate it in Color and after render clamp Alpha channel).
Or you can use similar Emission trick as Krakatoa (what I understood from the online documentation). This method gives you same result but it's much faster to setup:
1. Use Mantra Surface shader.
2. Turn everything off except Emission (so “Enable Diffuse”, and “Enable Reflect” should be off“, and ”Enable Emission“ on).
3. Set ”Emission Color“ that way that no channel is equal to zero, (if you need more or less pure red set green and blue channel to very small value like 0.001).
This small value determines how fast it goes to the very bright (super white) color.
4. Set ”Opacity Scale“ to 0 for full ”additive" effect (and 1 is for no additive effect) (you need to render correct (desired) Alpha/Opacity in separate pass (with different material))
5. Enjoy
Cheers, P.Z.
Thanks… It worked like a charm…
Technical Discussion » Tearing RBD, how?
- RamaKrishna
- 35 posts
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You have to pre-fracture the rbd object first and create cone twist constraints between pieces to make it behave like a cloth or bendable object.
Then break the constraints in desired pattern to achieve the look of tearing!.
Then break the constraints in desired pattern to achieve the look of tearing!.
Houdini Indie and Apprentice » Bundle chooser in Mantra ROP not displaying predefined bundles
- RamaKrishna
- 35 posts
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drossxyu
I'm experimenting with using bundles as a means to create light rigs. I used the Bundle List pane (not the mantra pop-up) to create two bundles with various area lights. When I go into the objects tab of the Mantra ROP and click on the ‘floating bundle chooser’ button all the way to the right of the ‘force lights’ field I don't see my bundles in the left column. I can create bundles within this pop-up window instead and I will see it show up in the aforementioned Bundle List pane but the reverse isn't true. Is there any reason for this?
If I use the @ syntax in the ‘force lights’ field to call my bundle directly (@env, @rgbLights, etc) it works just fine either way but I am curious as to why the way they are listed is inconsistent.
I am also wondering the same…But I found the reason..you need to set the filtering which is at the bottom right of the Bundle list viewer. Or you can check on the “Set bundle filter based on initial node” in the Bundle list viewer settings menu. So it will set the filter type base on what type of object you added first.
Bundle are very convenient way to manage large scenes. You can create bundles from the selected objects and it becomes easy to manage mantra node as it looks more clean. Not only for light rigs but while defining matte objects and reflection/ refraction masks. I highly recommend using them.
-Cheers
Edited by RamaKrishna - Sept. 13, 2018 06:33:39
Technical Discussion » Nvidia Turing ray tracing GPU
- RamaKrishna
- 35 posts
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I am assuming they are going to announce soon. Nvidia RTX going to be a game changer for VR and games for sure.
Houdini Lounge » Volume instancing with overrides
- RamaKrishna
- 35 posts
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Hi Francoisd,
I have tested this couple of years back Now I am trying to re create and render houdini is crashing 16.5.268 (MAC OS high sierra). I totally forgot how to do material over ride thing. Thanks for the example. It deserves to be in example file. Works like a charm in 16.5.311. I am trying to create rocket trail smoke. I am thinking of instancing a disk cached volume with animated noise. Lets see how its going to turnout.
cheers
I have tested this couple of years back Now I am trying to re create and render houdini is crashing 16.5.268 (MAC OS high sierra). I totally forgot how to do material over ride thing. Thanks for the example. It deserves to be in example file. Works like a charm in 16.5.311. I am trying to create rocket trail smoke. I am thinking of instancing a disk cached volume with animated noise. Lets see how its going to turnout.
cheers
Edited by RamaKrishna - Dec. 3, 2017 16:51:05
Technical Discussion » Car dust trail
- RamaKrishna
- 35 posts
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Technical Discussion » IS Houdini fx ready for OSX El Capitan
- RamaKrishna
- 35 posts
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While trying to install H15 the .dmg doesn't get recognised..and says disk image couldn't be opened I tried downloading another build even it errors out..
My H14 installed fine and runs fine..
My H14 installed fine and runs fine..
Technical Discussion » creep particles on surface in H13
- RamaKrishna
- 35 posts
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I think there is no direct way to place particle on suraface in POP DOPS.
Tried to use popcollsiondetect and point the SOP path to the particle source geometry and set behavior response to slide.When I applied pop wind with noise,Even then particles are leaving the surface.
Tried to use popcollsiondetect and point the SOP path to the particle source geometry and set behavior response to slide.When I applied pop wind with noise,Even then particles are leaving the surface.
Technical Discussion » How to render huge polycount?
- RamaKrishna
- 35 posts
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Try reducing the Tile size value in render>properties.By default its set to 16 you can reduce it to 8 or 4.
Work in Progress » Character - Hitch
- RamaKrishna
- 35 posts
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Work in Progress » How make Oil's Drop on the Water !
- RamaKrishna
- 35 posts
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Work in Progress » Procedural Fire Escape
- RamaKrishna
- 35 posts
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Work in Progress » Reel 2013
- RamaKrishna
- 35 posts
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Work in Progress » Workflow Test, Houdini 13 & Marmoset Toolbag™
- RamaKrishna
- 35 posts
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render looks pretty neat.I have geforce 770 ti with 2 gigs of ram.Will this display card sufficient to test?
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