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Houdini Indie and Apprentice » Merging takes to Main?
- garretthoyos
- 43 posts
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Would also love to know the answer to this. When importing fbx files into houdini it creates takes.... Takes are a strange thing.
3rd Party » DSO Error (126): SOP_RealityCapture.dll
- garretthoyos
- 43 posts
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I actually did all of the above and still nothing worked. Actually after installing reality capture it made it so houdini doesn't even open now.
Technical Discussion » Principled Shader in H16 plugging in 3D Noise
- garretthoyos
- 43 posts
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I am not new to Houdini, but new to 16 & the Principled Shader. I am trying out this method of plugging in a noise or pattern into the base color of the principled shader directly however very few patterns actually work and so far I haven't gotten any 3D noise to apply successfully. Is there something I'm missing? Seems simple enough but no luck getting it to work.
Example:
Unified Noise > Base Color Input of Principled Shader - object fails to show noise pattern.
Cellular Noise > Base Color Input of Principled Shader - object successfully shows noise pattern.
Thanks
Example:
Unified Noise > Base Color Input of Principled Shader - object fails to show noise pattern.
Cellular Noise > Base Color Input of Principled Shader - object successfully shows noise pattern.
Thanks
Houdini Learning Materials » Camera Projections in Houdini - Example File
- garretthoyos
- 43 posts
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Just saw this. Thank you - If the zip doesn't work here is the houdini file.
Also here is a link which shouldn't break.
https://drive.google.com/open?id=1vV-Z1iJp53uTKaMLjB9nturfWOr3SGpJ [drive.google.com]
Also here is a link which shouldn't break.
https://drive.google.com/open?id=1vV-Z1iJp53uTKaMLjB9nturfWOr3SGpJ [drive.google.com]
Houdini Learning Materials » Camera Projections in Houdini - Example File
- garretthoyos
- 43 posts
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I was looking for a tutorial on how to do camera projections in Houdini. Seemed pretty simple but there was nothing really out there that went over it in depth, so I made a file if anybody wants to use it.
The reason was because I had swimming textures on an animated object and I had strange things happening with the edges of my frame because it wasn't subdivided enough. My method is simple, just project, bake, and render.
Hope this helps those out there new to VFX or camera projections.
Download the file. Created in Houdini 16
The reason was because I had swimming textures on an animated object and I had strange things happening with the edges of my frame because it wasn't subdivided enough. My method is simple, just project, bake, and render.
Hope this helps those out there new to VFX or camera projections.
Download the file. Created in Houdini 16
Houdini Lounge » FORUM DARK THEME
- garretthoyos
- 43 posts
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Technical Discussion » Amazon Cloud Rendering with Houdini
- garretthoyos
- 43 posts
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Thank you. The houdini forum seems to always have unrelated search results for me so it's hard to find topics that already exist.
Houdini Learning Materials » Hqueue Issue
- garretthoyos
- 43 posts
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Technical Discussion » Amazon Cloud Rendering with Houdini
- garretthoyos
- 43 posts
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I have in the past had some success with rendering on the cloud with Amazon's EC2 rendering option with the Hqueue node, however I keep getting a failed frame when I test it. The farm
It says “export HOUDINI_PYTHON_VERSION=2.7 && export HFS=/opt/hfs15.0 && cd $HFS && source houdini_setup && hython $HFS/houdini/scripts/hqueue/hq_cloud_render_choose_hfs.py”
/bin/sh: line 0: cd: /opt/hfs15.0: No such file or directory
I'm not sure what to do. I am working on a mac, so the /opt/ must be referring to a linux machine on the farm. I'm not sure how to work around this issue. I've tried multiple versions of houdini and multiple tests, all with the same result.
I started using Gridmarkets cloud rendering and it works straight out of the box, they gave me complimentary credits and it's super fast.
Thanks!
It says “export HOUDINI_PYTHON_VERSION=2.7 && export HFS=/opt/hfs15.0 && cd $HFS && source houdini_setup && hython $HFS/houdini/scripts/hqueue/hq_cloud_render_choose_hfs.py”
/bin/sh: line 0: cd: /opt/hfs15.0: No such file or directory
I'm not sure what to do. I am working on a mac, so the /opt/ must be referring to a linux machine on the farm. I'm not sure how to work around this issue. I've tried multiple versions of houdini and multiple tests, all with the same result.
I started using Gridmarkets cloud rendering and it works straight out of the box, they gave me complimentary credits and it's super fast.
Thanks!
Edited by - May 5, 2016 22:25:23
Houdini Lounge » Bake PBR lighting into a Texture
- garretthoyos
- 43 posts
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I know this is a super old post but I'll reply in case anyone else is trying to do this.
If you enter in the Mantra renderer the command “mantra -u” followed by the path of your object, then you can get it to work as long as you are using Micropolygon PBR. Physically Based Rendering alone will not do it.
If you enter in the Mantra renderer the command “mantra -u” followed by the path of your object, then you can get it to work as long as you are using Micropolygon PBR. Physically Based Rendering alone will not do it.
Technical Discussion » Motion Blur Houdini Mantra Pass to Nuke VectorBlur
- garretthoyos
- 43 posts
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Awesome. Our render times spike when using Micropolygon PBR but it's actually quite incredible, the render times with motion blur in PBR are actually quite low. Almost the same as without Motion Blur, even when raising Geo Samples. I'm shocked.
Thanks!!!
Thanks!!!
Technical Discussion » Motion Blur Houdini Mantra Pass to Nuke VectorBlur
- garretthoyos
- 43 posts
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I am trying to figure out how to get a motion blur pass from Houdini to Nuke. Inside the material shader I have this set up as suggested by someone else on the forums (see attachment 1), which is exporting the motion parameter to mantra.
The Mantra render node is exporting the motion pass that it finds on the shader. This seems to be working properly. When I bring it into Nuke the motion blur works but breaks at a certain point, like I can't add more motion blur without it creating this ghosting effect.
Is this the best way to do motion blur in Nuke? I feel it's too expensive on this film I'm working on to do motion blur in render because of the drastic render times.
Thanks!
The Mantra render node is exporting the motion pass that it finds on the shader. This seems to be working properly. When I bring it into Nuke the motion blur works but breaks at a certain point, like I can't add more motion blur without it creating this ghosting effect.
Is this the best way to do motion blur in Nuke? I feel it's too expensive on this film I'm working on to do motion blur in render because of the drastic render times.
Thanks!
Technical Discussion » Point Position P pass Exporting Incorrectly out of Mantra
- garretthoyos
- 43 posts
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Thanks! Makes perfect sense. Thank you so much for your time and your help. It means a lot.
Technical Discussion » Point Position P pass Exporting Incorrectly out of Mantra
- garretthoyos
- 43 posts
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Thanks for the quick reply. That makes sense. I'm researching on the docs and forums but can't seem to find out how this is done.
How can you export the new P parameter from Vops to the mantra AOV (extra image plane)?
I assume P is being created from the material so each material would then have to transform P from camera space to world space and export that variable (somehow) back to the AOVs through a Parm node or something?)
Do you have to do it on a per object/per material basis or is there a global way for everything in the scene to do it?
THANKS!
How can you export the new P parameter from Vops to the mantra AOV (extra image plane)?
I assume P is being created from the material so each material would then have to transform P from camera space to world space and export that variable (somehow) back to the AOVs through a Parm node or something?)
Do you have to do it on a per object/per material basis or is there a global way for everything in the scene to do it?
THANKS!
Technical Discussion » Point Position P pass Exporting Incorrectly out of Mantra
- garretthoyos
- 43 posts
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For some reason when I import the P (world position pass) into Nuke, it imports directly onto the negative Z axis every time, no matter where in the scene the object is. No matter the scene, no matter the object.
I've tested this with Mental Ray Vray and Arnold and all three renderers put it in the right place in Nuke's 3D scene (lining up with the object in the camera view). \
Why isn't the World Point Position Pass transferring to Nuke while the alembic files export to the right location?
Here's what I get in nuke with Houdini's Mantra.
THANKS!!
I've tested this with Mental Ray Vray and Arnold and all three renderers put it in the right place in Nuke's 3D scene (lining up with the object in the camera view). \
Why isn't the World Point Position Pass transferring to Nuke while the alembic files export to the right location?
Here's what I get in nuke with Houdini's Mantra.
THANKS!!
Technical Discussion » GREY SCALE / DE-SATURATE RENDER VIEW
- garretthoyos
- 43 posts
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I am starting a new pipeline for a film beginning soon. We are lighting and rendering in Houdini Mantra version 13.0. We use the render view to see our lighting. While we have the ability to see separate R G B channels, we don't have the ability to see the C (color) just desaturated, or in other words, grey scale, so we can see values only, but all 3 channels together. This is very important for our lighters.
Is this possible? Or is there a way I could add this feature?
Thanks!
Is this possible? Or is there a way I could add this feature?
Thanks!
Technical Discussion » Cookie a Curve
- garretthoyos
- 43 posts
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You're a boss. Thank you so much. Houdini really is this world of possibilities. I owe you one. ps your website is sweet, looks like you've done some fun projects.
Technical Discussion » Cookie a Curve
- garretthoyos
- 43 posts
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cool, I just did, thanks for the tip, that's helpful, i'll be sure to do that in the future.
Technical Discussion » Cookie a Curve
- garretthoyos
- 43 posts
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thank you so much, the clip worked great. Do you know if theres a way I could get a circle shape cut out and not just straight lines?
Technical Discussion » Cookie a Curve
- garretthoyos
- 43 posts
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Thanks for the reply. I tried the clip, but the problem is that then entire curve disappears, I only want a portion of it to disappear. See example file attached.
THANKS
THANKS
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