Sorry if this looks like a wip now,
I've tried the rop games baker and it seems like the graal i was looking for,
still investigating …
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Houdini for Realtime » Atlas to Billboard
- arnold_FR
- 15 posts
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Houdini for Realtime » Atlas to Billboard
- arnold_FR
- 15 posts
- Offline
Hello all !
I have a project where i scatter a lot of trees and vegetations on a large heightfield map.
Each asset has 3 level of LODs with polyreduce and textures reduced in their mats.
All of those are instanced using redshift point cloud.
A given adult tree go from 14mo LOD0 to 510 ko LOD2 > fantastic !
.. those will be instanced a million+ times so pushing optimisation is key
i'd like to optimise more or try to push the limits :
1- For the last LOD : Is it more efficient to have a few hundred polys than just a plan with textures on it ?
Atlas VS Billboard i guess.
2 If so, then i'm wondering how to convert
a model + textures (where there is a few hundred polys),
to
2 textured plans at 180° angle.
I was wondering if like in camera projection we could extract a parallel view of a cam pointing at the object (tree),
extracting the textures then applying the “rendered” image to a plan of the same ratio as of the cam.
but i'm facing a problem with the lightning, as textures have to not being affected by light during this process.
May be there is a workflow for this i've missed in the SideFx Labs ?
Thanks a lot !
I have a project where i scatter a lot of trees and vegetations on a large heightfield map.
Each asset has 3 level of LODs with polyreduce and textures reduced in their mats.
All of those are instanced using redshift point cloud.
A given adult tree go from 14mo LOD0 to 510 ko LOD2 > fantastic !
.. those will be instanced a million+ times so pushing optimisation is key
i'd like to optimise more or try to push the limits :
1- For the last LOD : Is it more efficient to have a few hundred polys than just a plan with textures on it ?
Atlas VS Billboard i guess.
2 If so, then i'm wondering how to convert
a model + textures (where there is a few hundred polys),
to
2 textured plans at 180° angle.
I was wondering if like in camera projection we could extract a parallel view of a cam pointing at the object (tree),
extracting the textures then applying the “rendered” image to a plan of the same ratio as of the cam.
but i'm facing a problem with the lightning, as textures have to not being affected by light during this process.
May be there is a workflow for this i've missed in the SideFx Labs ?
Thanks a lot !
Houdini Lounge » Absolut to Relative : all paths of the hip doc /
- arnold_FR
- 15 posts
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Houdini Lounge » Absolut to Relative : all paths of the hip doc /
- arnold_FR
- 15 posts
- Offline
Hello,
I'm looking for a way to access all external dependencies paths of a hip file.
The simplest would be to access the document as its code or directly access a list of external calls
in a text editor then having a seek and replace routine thing.
There is a third party renderer involved (Redshift), links to textures set as absolute, have to change them to relative.
I'll have tons of mats in the document and those external links to texture img files are generated absolute automatically.
Thanks a lot !!
// Note : i totally don't know python and not good at coding.
I'm looking for a way to access all external dependencies paths of a hip file.
The simplest would be to access the document as its code or directly access a list of external calls
in a text editor then having a seek and replace routine thing.
There is a third party renderer involved (Redshift), links to textures set as absolute, have to change them to relative.
I'll have tons of mats in the document and those external links to texture img files are generated absolute automatically.
Thanks a lot !!
// Note : i totally don't know python and not good at coding.
Technical Discussion » Bidirectional Path tracing in Mantra ?
- arnold_FR
- 15 posts
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Thanks a lot Tomas for your answer,
i will try those integrators you mentioned,
cheers, ++
i will try those integrators you mentioned,
cheers, ++
Technical Discussion » Bidirectional Path tracing in Mantra ?
- arnold_FR
- 15 posts
- Offline
Hello everyone,
i've been having a super cool time watching Tu Wien rendering lectures on youtube,
https://www.youtube.com/watch?v=RuBjYa4Q3dA [www.youtube.com]
i've been impressed by the bidirectional path tracing computation
because i'm facing this scene lightning scenario a lot, and i'm wondering :
Is bidirectional pathtracing available in Mantra ?
If we create an indirect light will it converge like bidirectional ?
i'm not into render engines but there are caustics and photons involved with this node
https://www.sidefx.com/docs/houdini/nodes/obj/indirectlight.html [www.sidefx.com]
… and will i got into the SDS conflict case scenario or does the PBR mantra rop protects from it ?
Thank you for your feedback
i've been having a super cool time watching Tu Wien rendering lectures on youtube,
https://www.youtube.com/watch?v=RuBjYa4Q3dA [www.youtube.com]
i've been impressed by the bidirectional path tracing computation
because i'm facing this scene lightning scenario a lot, and i'm wondering :
Is bidirectional pathtracing available in Mantra ?
If we create an indirect light will it converge like bidirectional ?
i'm not into render engines but there are caustics and photons involved with this node
https://www.sidefx.com/docs/houdini/nodes/obj/indirectlight.html [www.sidefx.com]
… and will i got into the SDS conflict case scenario or does the PBR mantra rop protects from it ?
Thank you for your feedback
Edited by arnold_FR - Feb. 2, 2020 03:28:18
Technical Discussion » Converting textures to ACEScg
- arnold_FR
- 15 posts
- Offline
Hello,
thanks for this post,
i've made my testings on my side,
In the case of an 8 bit srgb image file
in the file node in cop check linearise non linear images,
this will make your 8bit a 16bit / then do a vopcop2filter
> Utility - Linear - sRGB conversion to ACES - ACEScg : just as previously mentioned.
If you don't linearise what happens is that your 8bit stays 8bit,
so for example if you try to put a gamma correct node after the conversion,
colors will be clamped and saturation will touch the sky > not be relevant anymore.
(That's what may happen if an intense light is close to this texture).
If you don't want to linearise, put your file node then a convert node
to convert 16 bit then apply the conversion to acescg as previously mentioned.
( Or make your own by down “fstopping” + up ‘fstopping" the duplicated file manually
and then do a fusion hdr in photoshop, that may help to fake the 16-32 bit look
with an 8bit file but that’s out of topic).
Hope it helps,
++
thanks for this post,
i've made my testings on my side,
In the case of an 8 bit srgb image file
in the file node in cop check linearise non linear images,
this will make your 8bit a 16bit / then do a vopcop2filter
> Utility - Linear - sRGB conversion to ACES - ACEScg : just as previously mentioned.
If you don't linearise what happens is that your 8bit stays 8bit,
so for example if you try to put a gamma correct node after the conversion,
colors will be clamped and saturation will touch the sky > not be relevant anymore.
(That's what may happen if an intense light is close to this texture).
If you don't want to linearise, put your file node then a convert node
to convert 16 bit then apply the conversion to acescg as previously mentioned.
( Or make your own by down “fstopping” + up ‘fstopping" the duplicated file manually
and then do a fusion hdr in photoshop, that may help to fake the 16-32 bit look
with an 8bit file but that’s out of topic).
Hope it helps,
++
Technical Discussion » Mantra : Per object sampling + resolving cyc grainy problem
- arnold_FR
- 15 posts
- Offline
Wookay,
My bad did a search on videos where i've got all i need in the pdfs from the user guide here at :
https://www.sidefx.com/tutorials/mantra-user-guide/ [www.sidefx.com]
++
My bad did a search on videos where i've got all i need in the pdfs from the user guide here at :
https://www.sidefx.com/tutorials/mantra-user-guide/ [www.sidefx.com]
++
Technical Discussion » Mantra : Per object sampling + resolving cyc grainy problem
- arnold_FR
- 15 posts
- Offline
Hello,
I have rendered a Mantra scene where i felt i had to push samples higher than needed,
but first here ‘s the render / it’s a test for volume with vel added from a solid and particles.
Ok,
My problem was that i had to cranck up the samples on the entire scene just for the cyclorama to look noisefree,
and i would like to know how to resolve this the more efficient way possible.
i think possibly (but there might be other ways)
By :
a ) Upsampling on a per object basis : the cyc only : but i don't know how to have a per object samples override ?
i'd like to have a control over diff, refl, quality.
Is it done in object param : left clic : Edit Rendering Parameter / MANTRA ?
If so, the list is long, so how to know more about using those features ? (just did not read enough infos in the doc about that)
b ) by telling this object to receive only a less computational GI algo may be ?
like only primary rays or something ?
am i thinking correctly ?
what would be the process to optimise rendertime
when you have a large surface of your image that need a lot computation but don't add much to the final look ?
(appart from making it only diffuse or no blurry reflection).
> thank you !
and if i may ask : we need another masterclass about Mantra, i've just been watching everything from 2015 today,
and i'm still starving, may be forget about the 1h30 limit and give us something really big ! that would be awesome.
++
I have rendered a Mantra scene where i felt i had to push samples higher than needed,
but first here ‘s the render / it’s a test for volume with vel added from a solid and particles.
Image Not Found
Ok,
My problem was that i had to cranck up the samples on the entire scene just for the cyclorama to look noisefree,
and i would like to know how to resolve this the more efficient way possible.
i think possibly (but there might be other ways)
By :
a ) Upsampling on a per object basis : the cyc only : but i don't know how to have a per object samples override ?
i'd like to have a control over diff, refl, quality.
Is it done in object param : left clic : Edit Rendering Parameter / MANTRA ?
If so, the list is long, so how to know more about using those features ? (just did not read enough infos in the doc about that)
b ) by telling this object to receive only a less computational GI algo may be ?
like only primary rays or something ?
am i thinking correctly ?
what would be the process to optimise rendertime
when you have a large surface of your image that need a lot computation but don't add much to the final look ?
(appart from making it only diffuse or no blurry reflection).
> thank you !
and if i may ask : we need another masterclass about Mantra, i've just been watching everything from 2015 today,
and i'm still starving, may be forget about the 1h30 limit and give us something really big ! that would be awesome.
++
Image Not Found
Edited by arnold_FR - July 24, 2019 17:00:30
Houdini Learning Materials » Request : Renderman's Pathtracing SSS implementation
- arnold_FR
- 15 posts
- Offline
Hello,
I am trying to anderstand and implement in Mantra some real skin SSS,
i came to the end result by experimenting that pathtracing SSS is the way to go.
But i'm just a newbie user of houdini and i have no background in maths or science,
given this paper for Renderman : RenderMan's Path traced SSS paper [graphics.pixar.com]
Can someone show how to implement this approach inside Mantra's custom shading ?
Attached image is my test so far (forget about the displace disgusting thing i'm sorry).
I hope this will challenge someone to make it ! as skin sss is like a graal for a lot of folks
including me )
Thanks for your feedback,
++
I am trying to anderstand and implement in Mantra some real skin SSS,
i came to the end result by experimenting that pathtracing SSS is the way to go.
But i'm just a newbie user of houdini and i have no background in maths or science,
given this paper for Renderman : RenderMan's Path traced SSS paper [graphics.pixar.com]
Can someone show how to implement this approach inside Mantra's custom shading ?
Attached image is my test so far (forget about the displace disgusting thing i'm sorry).
I hope this will challenge someone to make it ! as skin sss is like a graal for a lot of folks
including me )
Thanks for your feedback,
++
Technical Discussion » Best Lights (realistic) : how to in Mantra?
- arnold_FR
- 15 posts
- Offline
I've noticed i can't apply kelvin colors to the lights (non sense) so i tried a workaround,
tell me if it's okay to do like that or if there's something more simple
In fact i've shot most of my studio flash light modelers as 32bit linear textures for the purpose of getting similar results from studio to 3d scene : what is the best process for this inside Mantra ?
what is the best process to get real lights inside houdini ?
Thanks a lot for your help,
++
tell me if it's okay to do like that or if there's something more simple
In fact i've shot most of my studio flash light modelers as 32bit linear textures for the purpose of getting similar results from studio to 3d scene : what is the best process for this inside Mantra ?
what is the best process to get real lights inside houdini ?
Thanks a lot for your help,
++
Edited by arnold_FR - March 31, 2019 13:22:17
Technical Discussion » Best Lights (realistic) : how to in Mantra?
- arnold_FR
- 15 posts
- Offline
This is shader emissive light, a geometry object which imports the geo of the light + a principled shader is applied to it,
the principled shader is blk and has no reflection or so, only it's an emmisive mat with a texture in emissive channel /
this is the exact same 32bit texture as the previous example.
Why are those renders so different ?
same texture applied, same intensity.
Are the textures from geo lights interpreted as srgb > not linear as default ?
or is there a gamma difference at default ?
the render looks washed out.
To me the shader applied to geometry with emmissive texture is the realistic one (highlights & shadows are defined),
and it feels more close to what i get in studio, but whatever i tried, i cannot get to similar result using the geo light :
geo light has samples parameter but shader light don't this is why i'd prefer to use geo light.
the principled shader is blk and has no reflection or so, only it's an emmisive mat with a texture in emissive channel /
this is the exact same 32bit texture as the previous example.
Why are those renders so different ?
same texture applied, same intensity.
Are the textures from geo lights interpreted as srgb > not linear as default ?
or is there a gamma difference at default ?
the render looks washed out.
To me the shader applied to geometry with emmissive texture is the realistic one (highlights & shadows are defined),
and it feels more close to what i get in studio, but whatever i tried, i cannot get to similar result using the geo light :
geo light has samples parameter but shader light don't this is why i'd prefer to use geo light.
Edited by arnold_FR - March 31, 2019 13:20:14
Technical Discussion » Best Lights (realistic) : how to in Mantra?
- arnold_FR
- 15 posts
- Offline
This is a geo light, it takes a geometry object as reference, in this case it's the geometry of a light,
i added a link to a 32bit linear texture in the Texture map file chooser.
i added a link to a 32bit linear texture in the Texture map file chooser.
Technical Discussion » Best Lights (realistic) : how to in Mantra?
- arnold_FR
- 15 posts
- Offline
Hello,
( This is a 3 part post i couldn't post more than one image in a message)
I'm trying to find out the best way to lightning as real as possible.
I have some questions with houdini Mantra lights.
So i already did some testing with a simple scene
and i have a few questions regarding those coming Renderview screenshots.
( This is a 3 part post i couldn't post more than one image in a message)
I'm trying to find out the best way to lightning as real as possible.
I have some questions with houdini Mantra lights.
So i already did some testing with a simple scene
and i have a few questions regarding those coming Renderview screenshots.
Edited by arnold_FR - April 1, 2019 02:26:47
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