Is there a way to have something like a geometry with a constant shader which is not afffected by lighting but it contributes to GI(casts GI) and it receives shadows from other geometry (shadows which should be affected by GI)?
Lets say I got a grid textured with satellite imagery and now I want to build some geometry on it (eg. buildings) and I want to create GI lighting conditions in a way that it gets as close as possible as it was captured on satellite imagery. So, I dont want those satellite textures (on a grid) affected by the lighting, the lighting should serve just to light the objects which I'll be putting on the grid. However, I do want the grid to receive shadows and to cast GI on other geometry.
I'm aware there's a way to do this later in compositing with passes, but I just can't afford to go back and forth between hou - comp software cause it's a huge project and I have to constantly check lighting conditions as I'm building geometry.
Perhaps if there was a way to modify a shadow matte shader so that it displays results instantly on rendering (rather than just outputing black colors with alpha values) I would be able to apply this shader on a duplicate of my grid geometry while the original grid geo would just use a constant shader.
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Technical Discussion » constant shaders & shadow catchers
- andrej22
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Technical Discussion » bullet - voronoi fracture configure object
- andrej22
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I can't get objects to fracture and pass through other objects with voronoi fracture configure object node inside DOPs using bullet, if I prefracture an object with voronoi inside geometry it works fine.
I'll use an example to elaborate this .
You've got a simple wall and a sphere. If I setup fracturing inside dops (which you can also do with “make breakable”, using the bullet solver and I set the sphere to hit the wall, no matter how high the initial velocitiy of the sphere is, or it's desnity, when it hits the wall it will just make fracture cuts, but it won't break, shatter or pass through the wall geometry, it requires a second sphere to hit it to achieve that. I like the idea behind “voronoi fracture configure object” cause it calculates fractures depending on the position and velocity of the collision and I'd like to use it instead of fracturing geometry on geo level.
I'll use an example to elaborate this .
You've got a simple wall and a sphere. If I setup fracturing inside dops (which you can also do with “make breakable”, using the bullet solver and I set the sphere to hit the wall, no matter how high the initial velocitiy of the sphere is, or it's desnity, when it hits the wall it will just make fracture cuts, but it won't break, shatter or pass through the wall geometry, it requires a second sphere to hit it to achieve that. I like the idea behind “voronoi fracture configure object” cause it calculates fractures depending on the position and velocity of the collision and I'd like to use it instead of fracturing geometry on geo level.
Houdini Lounge » render parameters
- andrej22
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I just tested it out. Actually “phantom” according to the manual makes an object invisible but casts shadows… but it also casts GI after I ran few tests. I didn't even have to use emission. Just made a mantra surface with diffuse RED, made a grid and a sphere sitting on top of it. Applied the red mantra surface to the sphere and turned on “phantom” on it and it was obviously casting shadows AND GI, I noticed the red color bleeding on th grid from the sphere.
Houdini Lounge » render parameters
- andrej22
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Shadow eg - lets say I've got a box and a sphere which casts a shadow on a box and I want only the sphere and the shadow(which respects the shape of a box) visible in my render. Shadow matte shader is probably the solution though, I'm gonna try it out.
cast GI eg - lets say I got a background plate, an image of a mountain and lets say I wanna model a house which I would “put” on a mountain and I want the color of the mountain to bleed on the house, cast GI on the house. BUT, the mountain is just a background plate which I don't want in my renders, I'd add it later in comp. So I'd like to project the mountain image on a mountain geometry which I'd make just for the purpose of casting GI on my house. Basically I wanna have an invisible object that bleeds color onto my visible geometry. I hope that explains it a bit better now. Now, I know the workaround for this, I could just render it all with the mountain background plate projected onto geometry and use house objects alpha to cut it out in post, but I kinda wanna avoid that if possible and just render out the house which receives GI from invisible(during render time) geometry.
cast GI eg - lets say I got a background plate, an image of a mountain and lets say I wanna model a house which I would “put” on a mountain and I want the color of the mountain to bleed on the house, cast GI on the house. BUT, the mountain is just a background plate which I don't want in my renders, I'd add it later in comp. So I'd like to project the mountain image on a mountain geometry which I'd make just for the purpose of casting GI on my house. Basically I wanna have an invisible object that bleeds color onto my visible geometry. I hope that explains it a bit better now. Now, I know the workaround for this, I could just render it all with the mountain background plate projected onto geometry and use house objects alpha to cut it out in post, but I kinda wanna avoid that if possible and just render out the house which receives GI from invisible(during render time) geometry.
Houdini Lounge » render parameters
- andrej22
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Yeah but but i'm spceficially interested in invisible but cast GI and invisible but receive shadows
Houdini Lounge » render parameters
- andrej22
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Houdini Lounge » render parameters
- andrej22
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Is there a way to setup object render parameters so that an object is invisible but still casts GI? Or eg. invisible but receives shadows, or invisible but casts shadows?
I know that in maya you can setup these stuff in render section - receives reflections, visible in reflections, casts GI, receives GI etc.
I know that in maya you can setup these stuff in render section - receives reflections, visible in reflections, casts GI, receives GI etc.
Houdini Lounge » Quadro K4000 performance
- andrej22
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https://www.sidefx.com/index.php?option=com_content&task=view&id=415 [sidefx.com]
Then this I suppose is not rly a good recommendation:“Workstation-class OpenGL graphics cards, such as NVidia Quadro and AMD Fire Pro, are required for professional use in production.
Non-workstation cards, such as GeForce, Radeon, and Intel integrated graphics can be used at your own risk. They may be used for learning and personal use but are not supported: you may experience display problems, slow performance, and the software may exit unexpectedly.”
Then this I suppose is not rly a good recommendation:“Workstation-class OpenGL graphics cards, such as NVidia Quadro and AMD Fire Pro, are required for professional use in production.
Non-workstation cards, such as GeForce, Radeon, and Intel integrated graphics can be used at your own risk. They may be used for learning and personal use but are not supported: you may experience display problems, slow performance, and the software may exit unexpectedly.”
Houdini Lounge » Quadro K4000 performance
- andrej22
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Houdini Lounge » Quadro K4000 performance
- andrej22
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fps info is in bottom right corners.Tbh I don't care that much about the difference between maya and houd viewport performance. I'm interested in why quadro k4000 beats gtx 780 in maya GL viewport - (about 5x faster) while in houdini gl gtx 780 is twice faster. Just seems that Maya is maybe utilizing a quadro card better.
Houdini Lounge » Quadro K4000 performance
- andrej22
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Maya - houd comparison
Cube 600x600x600. WireF on Smooth shading
Houd : http://oi58.tinypic.com/iptv6p.jpg [oi58.tinypic.com]
Maya : http://oi62.tinypic.com/24uxhew.jpg [oi62.tinypic.com]
Cube 600x600x600. WireF on Smooth shading
Houd : http://oi58.tinypic.com/iptv6p.jpg [oi58.tinypic.com]
Maya : http://oi62.tinypic.com/24uxhew.jpg [oi62.tinypic.com]
Edited by - March 17, 2014 02:50:48
Houdini Lounge » Quadro K4000 performance
- andrej22
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Maya - houd comparison
Grid 1000x1000. WireF on Smooth shading
Houd : http://oi57.tinypic.com/b7eusl.jpg [oi57.tinypic.com]
Maya : http://oi61.tinypic.com/eajep2.jpg [oi61.tinypic.com]
Grid 1000x1000. WireF on Smooth shading
Houd : http://oi57.tinypic.com/b7eusl.jpg [oi57.tinypic.com]
Maya : http://oi61.tinypic.com/eajep2.jpg [oi61.tinypic.com]
Edited by - March 17, 2014 02:50:04
Houdini Lounge » Quadro K4000 performance
- andrej22
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also i just tested eg. when I create a 1000x1000 (rows, columns) grid in houdini my fps drops down to 25 (GL 3.3), in maya OGL viewport I can create a 6000x6000 grid and it still holds fps over 150. Pisses me off cause I prefer houdini over maya
Houdini Lounge » Quadro K4000 performance
- andrej22
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Yeah, I was at scene level.
This is interesting:
How did they get 40 times better performance on k4000 comparing to mine?
Apparently I've got the same issue as the author of this topic, was hoping that he found the solution by now.
This is interesting:
chrism
We're getting around 150-170 fps when tumbling around with that torus/grid scene on our k4000. Not sure what the difference is between our machines, but at this point you should log a bug and provide support with your specs from Help > About Houdini, along with your scene file. Thanks!
How did they get 40 times better performance on k4000 comparing to mine?
Apparently I've got the same issue as the author of this topic, was hoping that he found the solution by now.
Houdini Lounge » Quadro K4000 performance
- andrej22
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misterluqman, did you solve this problem maybe?
I've got k4000 on dells' precision dual xeon, 64 gigas ram, machine and my viewport performance is 3 times worse comparing to my other machine which is i7, gtx 780, 16gigs ram.
I've got around 8 fps on that torus-grid scene on k4000 and 25 fps on gtx 780.
The funny thing is, I get twice more fps on GL 1.2 comparing to GL 3.3.
I've compared max and maya. Max Nitrous and maya ViewPort 2.0 work 3 times faster on gtx 780, but that's alright I guess since they are using DX. On maya openGL viewport I get about 5 times better performance on k4000. But who cares when 2.0 is still a lot faster.
I'm rly starting to wonder what's the point of quadro cards. Nvidia is conviencing their users these cards are made for applications like houd, maya, max and yet GTXs are owning them badly in all apps.
I've got k4000 on dells' precision dual xeon, 64 gigas ram, machine and my viewport performance is 3 times worse comparing to my other machine which is i7, gtx 780, 16gigs ram.
I've got around 8 fps on that torus-grid scene on k4000 and 25 fps on gtx 780.
The funny thing is, I get twice more fps on GL 1.2 comparing to GL 3.3.
I've compared max and maya. Max Nitrous and maya ViewPort 2.0 work 3 times faster on gtx 780, but that's alright I guess since they are using DX. On maya openGL viewport I get about 5 times better performance on k4000. But who cares when 2.0 is still a lot faster.
I'm rly starting to wonder what's the point of quadro cards. Nvidia is conviencing their users these cards are made for applications like houd, maya, max and yet GTXs are owning them badly in all apps.
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