Heya,
Is it possible to render out a geo sequence and then gas upres it? Thanks.
Cheers,
Jebus
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Technical Discussion » Gas upres from geos sequence?
- jebusjuice
- 19 posts
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Technical Discussion » Render out volume normals with Arnold
- jebusjuice
- 19 posts
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Heya,
Anyone know how to compute and render out Normals (N) for volumes using Arnold. Thanks.
Cheers,
Jebus
Anyone know how to compute and render out Normals (N) for volumes using Arnold. Thanks.
Cheers,
Jebus
Technical Discussion » How to add ambient occlusion in basic smoke shader?
- jebusjuice
- 19 posts
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Heya folks,
Anyone know how to add an ambient occlusion pass into the basic smoke shader for pyro. Seems relatively easy to do with a mesh, but when it some to pyro, I'm baffled. I would like to output that as a seperate image plane. Thanks.
Cheers,
Jebus
Technical Discussion » Ambient Occlusion for Pyro Smoke?
- jebusjuice
- 19 posts
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Heya, thanks for the quick reply. Works when I render in Mantra.
Are you able to see the AO in viewport mode? I tend to render my work using flipbook because it's faster.
Cheers,
Jebus
Are you able to see the AO in viewport mode? I tend to render my work using flipbook because it's faster.
Cheers,
Jebus
Technical Discussion » Ambient Occlusion for Pyro Smoke?
- jebusjuice
- 19 posts
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Heya folks,
Anybody know how to do an ambient occlusion/GI pass on pyro smoke. Seems like the method where we create an environment light and set the rendermode to ambient occlusion only works for geometry. Thanks.
Cheers,
Jebus
Anybody know how to do an ambient occlusion/GI pass on pyro smoke. Seems like the method where we create an environment light and set the rendermode to ambient occlusion only works for geometry. Thanks.
Cheers,
Jebus
Technical Discussion » Gas Res Up Help
- jebusjuice
- 19 posts
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Ah I see how it works now. Thanks for the help circusmonkey!
Edited by jebusjuice - May 30, 2016 15:40:17
Technical Discussion » Gas Res Up Help
- jebusjuice
- 19 posts
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Heya,
I'm trying to res up a pyro simulation without changing it's overall shape and movement. Does anybody have a simple file with the gas res up node so I can see how it works?
Seems like there's a workfile in the houdini documentation for this (…examples/nodes/dop/gasupres/UpresRetime.otlUpresRetime.otl) but I can't find or access it .
Thanks,
JEBUS
Technical Discussion » Question about fireworks
- jebusjuice
- 19 posts
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Heya,
I'm trying to do a directional smoke blast by attaching a Pyro FX to a fireworks particle. Is there a way to disable the fireworks blast and just have only the streams active? Thanks.
Cheers,
Jebus Juice
I'm trying to do a directional smoke blast by attaching a Pyro FX to a fireworks particle. Is there a way to disable the fireworks blast and just have only the streams active? Thanks.
Cheers,
Jebus Juice
Houdini Lounge » do your pyro Viewport Shading ok in h15
- jebusjuice
- 19 posts
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Same for me. I updated my GeForce GTX 670 to the latest drivers, but it might be related more to something in Houdini.
Technical Discussion » Smoke FX Floor Falloff
- jebusjuice
- 19 posts
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Heya folks,
Just like Fume FX, I'm looking for a way to do a simple falloff on a smoke sim. I messed around with the fireball material's contour properties, but it seems to scale the falloff all round the simulation rather than by the axis. And it seems there's no way of using, say a perlin noise texture to make the falloff more random. Anyone ever take with this issue? Thanks.
Cheers,
Jebus
Just like Fume FX, I'm looking for a way to do a simple falloff on a smoke sim. I messed around with the fireball material's contour properties, but it seems to scale the falloff all round the simulation rather than by the axis. And it seems there's no way of using, say a perlin noise texture to make the falloff more random. Anyone ever take with this issue? Thanks.
Cheers,
Jebus
Technical Discussion » Particle Emitter slow in Mantra, yet fast in Render View
- jebusjuice
- 19 posts
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Heya,
Mantra slow eh…that's a shame S
I'll try to do a file cache on this to see if that help. Thanks for he suggestion.
Cheers,
Jebus
Mantra slow eh…that's a shame S
I'll try to do a file cache on this to see if that help. Thanks for he suggestion.
Cheers,
Jebus
Technical Discussion » Particle Emitter slow in Mantra, yet fast in Render View
- jebusjuice
- 19 posts
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Heya folks,
I'm doing a simple particle spray render, but it looks like the Mantra rendering is much slower compared to the Render View when calculating a frame for an entire sequence. The simulation itself is pretty light so I don't see what's slowing down Mantra. Anybody else have this issue? Thanks.
With the workfile, just do the sim (should be quick) and render in Render View. Notice it's super fast. Now try to render the sequence in Mantra and it will take a while to calculate and render out each frame.
Cheers,
Jebus
I'm doing a simple particle spray render, but it looks like the Mantra rendering is much slower compared to the Render View when calculating a frame for an entire sequence. The simulation itself is pretty light so I don't see what's slowing down Mantra. Anybody else have this issue? Thanks.
With the workfile, just do the sim (should be quick) and render in Render View. Notice it's super fast. Now try to render the sequence in Mantra and it will take a while to calculate and render out each frame.
Cheers,
Jebus
Technical Discussion » Rendering Normal Pass For PyroFX
- jebusjuice
- 19 posts
- Offline
Heya Tamte,
Thanks for the reply. Well, the idea is to build a pipeling for Unreal. We render an explosion and export the Diffuse and Normals. The Normals has always been a tricky one to nail but in programs like 3dsmax or Maya we built an RGB light rig that's aligned to the Camera view (like a billboard). So yeah it's a total cheat, but it seemed to work. I read about something like this in Houdini a while ago but it seems incredibly complicated to setup S.
The file from Joker works really well too, and gives me some great ideas.
Cheers,
Jebus
Thanks for the reply. Well, the idea is to build a pipeling for Unreal. We render an explosion and export the Diffuse and Normals. The Normals has always been a tricky one to nail but in programs like 3dsmax or Maya we built an RGB light rig that's aligned to the Camera view (like a billboard). So yeah it's a total cheat, but it seemed to work. I read about something like this in Houdini a while ago but it seems incredibly complicated to setup S.
The file from Joker works really well too, and gives me some great ideas.
Cheers,
Jebus
Technical Discussion » Rendering Normal Pass For PyroFX
- jebusjuice
- 19 posts
- Offline
Heya,
Also I forgot to ask if there is a way to render both the normal and diffuse to two different locations in one shot? Thanks again. Right now I'm rendering with two houdini files open and it's killing memory LOL
Cheers,
Jebus
Also I forgot to ask if there is a way to render both the normal and diffuse to two different locations in one shot? Thanks again. Right now I'm rendering with two houdini files open and it's killing memory LOL
Cheers,
Jebus
Technical Discussion » Rendering Normal Pass For PyroFX
- jebusjuice
- 19 posts
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Heya Joker386,
Thanks for the workfile! I see how it's working now. I just have a quick question, is there a way to diffuse/smooth the normal pass? I tried playing with the mantra pixel samples to get a better resolution but it looks like it may be more related to a setting in the normal material? The image attached shows this issue. Thanks.
Cheers,
Jebus
Thanks for the workfile! I see how it's working now. I just have a quick question, is there a way to diffuse/smooth the normal pass? I tried playing with the mantra pixel samples to get a better resolution but it looks like it may be more related to a setting in the normal material? The image attached shows this issue. Thanks.
Cheers,
Jebus
Technical Discussion » Passes for volumes
- jebusjuice
- 19 posts
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Heya,
Yeah I'm stuck on that issue as well. Otherwise, I guess you could rotate your simulation to the match the camera view? I….dunno shock
Yeah I'm stuck on that issue as well. Otherwise, I guess you could rotate your simulation to the match the camera view? I….dunno shock
Technical Discussion » How to create a fixed bounding box?
- jebusjuice
- 19 posts
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Technical Discussion » How to create a fixed bounding box?
- jebusjuice
- 19 posts
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Heya,
It seems that Houdini uses some kind of adaptive bounding box system for pyro sims. Is there a way to turn that off and make it totally fixed to the sizexyz paramenters? Thanks.
Cheers,
Jebus
It seems that Houdini uses some kind of adaptive bounding box system for pyro sims. Is there a way to turn that off and make it totally fixed to the sizexyz paramenters? Thanks.
Cheers,
Jebus
Technical Discussion » Rendering Normal Pass For PyroFX
- jebusjuice
- 19 posts
- Offline
Heya Folks,
I'm currently doing some RnD and I'm a bit stumped on how to make a proper normal map for an explosion. I looked up methods like RGB lights but it seems kinda complex. I included the work file that might be useful for anyone who's at a roadblock like myself S Thanks.
Division size is 0.03 so I'd increase a bit for testing purposes.
Cheers,
JEBUS
I'm currently doing some RnD and I'm a bit stumped on how to make a proper normal map for an explosion. I looked up methods like RGB lights but it seems kinda complex. I included the work file that might be useful for anyone who's at a roadblock like myself S Thanks.
Division size is 0.03 so I'd increase a bit for testing purposes.
Cheers,
JEBUS
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