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Technical Discussion » Arnold for Houdini: Doesn't render textures
- marque_pierre
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After much testing and reading of documentation, it simply boils down to UDIM tags. Houdini has its own lovely way to handle UDIMs in its image nodes. The Houdini Arnold implementation doesn't support this. So you need to manually type in Arnold's own UDIM tags <UDIM> into the file name in order for Arnold to read your multi patch textures. So…
Technical Discussion » Arnold for Houdini: Doesn't render textures
- marque_pierre
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Something to chase down and check out. Thanks.
But I suspect the problem lies in the UVs more than in the textures…
But I suspect the problem lies in the UVs more than in the textures…
Edited by marque_pierre - July 10, 2019 11:11:19
Technical Discussion » Arnold for Houdini: Doesn't render textures
- marque_pierre
- 25 posts
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Hello folks,
After enjoying myself immensely shading in Mantra for the past two years, I now find myself in a new Houdini situation: Arnold. Why Arnold? It is one of those situations where multiple vendors are handling the same assets, so my hands are tied here.
Anyway, I have no end of trouble getting Arnold to render my textures. Primitives or existing geometry assets can be shaded and lit, but once textures are added to the mix… nothing (that is they render black as that is the missing textures colour). I must be missing something painfully obvious.
My best guess is that Arnold somehow doesn't automatically pick up the UVs of the primitives or other imported geometry, because if I add a UV texture node to my box primitive, I can get textures on it. But the primitives' native UV layout is lost (or never activated).
So… who can be the man of the hour and point me in the right direction?
After enjoying myself immensely shading in Mantra for the past two years, I now find myself in a new Houdini situation: Arnold. Why Arnold? It is one of those situations where multiple vendors are handling the same assets, so my hands are tied here.
Anyway, I have no end of trouble getting Arnold to render my textures. Primitives or existing geometry assets can be shaded and lit, but once textures are added to the mix… nothing (that is they render black as that is the missing textures colour). I must be missing something painfully obvious.
My best guess is that Arnold somehow doesn't automatically pick up the UVs of the primitives or other imported geometry, because if I add a UV texture node to my box primitive, I can get textures on it. But the primitives' native UV layout is lost (or never activated).
So… who can be the man of the hour and point me in the right direction?
Technical Discussion » Displacement amount changes with geometry size?
- marque_pierre
- 25 posts
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Check this out guys:
The bumps on top of the tentacle are done with displacement. In fact the same displacement map across the tentacle. How can it be, that the amount of displacement seems to be inverse to the thickness of the geometry? I would expect the displacement to be uniform across the geometry, regardless of the geometry on which it sits?
Can anybody make sense of this for me, please?
The bumps on top of the tentacle are done with displacement. In fact the same displacement map across the tentacle. How can it be, that the amount of displacement seems to be inverse to the thickness of the geometry? I would expect the displacement to be uniform across the geometry, regardless of the geometry on which it sits?
Can anybody make sense of this for me, please?
Edited by marque_pierre - Feb. 1, 2019 11:21:23
Technical Discussion » Hidden displacements in shaders?
- marque_pierre
- 25 posts
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Hello folks,
I have this peculiar problem, that despite not using any displacement in any of my shaders, at render time my renders are stuck calculating displaced geometry.
I have been going through my shaders with a fine-tooth comb to make sure that none contains any displacement maps. It is driving me crazy. Am I missing something?
I have this peculiar problem, that despite not using any displacement in any of my shaders, at render time my renders are stuck calculating displaced geometry.
I have been going through my shaders with a fine-tooth comb to make sure that none contains any displacement maps. It is driving me crazy. Am I missing something?
Technical Discussion » Mantra render trouble
- marque_pierre
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Robsdesign takes the cake. I feel so stupid. You are absolutely right Rob. Yes, preview render artefacts. Alright, I'll chalk this one up to only having used Houdini for 3 weeks. Sorry folks, nothing to see here.
Technical Discussion » Mantra render trouble
- marque_pierre
- 25 posts
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Technical Discussion » Mantra render trouble
- marque_pierre
- 25 posts
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Hello dlee, I am using version 16.0.633. Rendering with any other mantra node than IPR, and a variety of settings, I still get these anomalies appearing where the render buckets are.
Technical Discussion » Mantra render trouble
- marque_pierre
- 25 posts
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Look at my render here… Notice I have these funny effects where some render buckets appear to not have finished rendering. I have pasted in my mantra settings to the right top and bottom. What is causing these render anomalies?
Technical Discussion » Recreating "Overlay" blendmode in /mat nodegraph?
- marque_pierre
- 25 posts
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Hmm. I am comparing with Mari for example, where I work almost exclusively in linear space. It doesn't seem to affect Overlay there - which is super useful.
Edited by marque_pierre - Sept. 15, 2017 14:50:20
Technical Discussion » Recreating "Overlay" blendmode in /mat nodegraph?
- marque_pierre
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Yep. Already been there jsmack. Sadly Overlay is not the most straight forward to reconstruct with simple math. Or more likely, my skills are not up to it.
Technical Discussion » Recreating "Overlay" blendmode in /mat nodegraph?
- marque_pierre
- 25 posts
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A simple question perhaps - I am getting my head around the nodes representing “blend modes” in a shader:
One of the most useful blend modes in Photoshop, Mari etc. is Overlay.
How do you guys recreate “Overlay” in a node graph where you only have Add, Subtract, Multiply or Divide?
One of the most useful blend modes in Photoshop, Mari etc. is Overlay.
How do you guys recreate “Overlay” in a node graph where you only have Add, Subtract, Multiply or Divide?
Houdini Lounge » what is with the new Principled Shader?
- marque_pierre
- 25 posts
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Being new to Houdini/Mantra, but been around Arnold, VRay and Redshift etc. for a while, I have to say, the way to do translucent materials seems incredibly cryptic to me.
Technical Discussion » uniform volume material to create fog
- marque_pierre
- 25 posts
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I am adding the uniformvolume material to my geometry to get simple and quick fog. Works like a charm (the green example at the top). Why I get the enable dispmap warning, I do not know - displacement is not enabled.
Now, if I plug in some more detailed colour information (bottom sample), the fog disappears completely. What am I doing wrong here? Plugging into the colour input is just one example. It seems this material doesn't like to get any inputs. That can't be right?
Now, if I plug in some more detailed colour information (bottom sample), the fog disappears completely. What am I doing wrong here? Plugging into the colour input is just one example. It seems this material doesn't like to get any inputs. That can't be right?
Technical Discussion » Random values for material inputs
- marque_pierre
- 25 posts
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Thanks for the explanation jsmack. All I want is a random number inside a set range to drive my shader. The geo is part of a HDA, so I just want random variation on certain shader parameters every time another instance of the HDA is created. How do I do that then?
Technical Discussion » Random values for material inputs
- marque_pierre
- 25 posts
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I am trying my hand at random values.
My expression here fit(rand($PT), 0, 1, 0.7, 1) is meant to input a random number into saturation between 0.7 and 1.0.
But as the render shows, it seems to just input 0 into saturation.
What am I doing wrong here?
My expression here fit(rand($PT), 0, 1, 0.7, 1) is meant to input a random number into saturation between 0.7 and 1.0.
But as the render shows, it seems to just input 0 into saturation.
What am I doing wrong here?
Technical Discussion » Gradient ramp along Y-axis in shader
- marque_pierre
- 25 posts
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Hello guys,
I am trying to build a shader, that in addition to what I have in the image, layers a black and white gradient in along the Y-axis. I am certain it must be very straight forward for anybody with more than a week of Houdini experience. Could anybody please point me in the right direction or outline the steps?
Thanks in advance!
I am trying to build a shader, that in addition to what I have in the image, layers a black and white gradient in along the Y-axis. I am certain it must be very straight forward for anybody with more than a week of Houdini experience. Could anybody please point me in the right direction or outline the steps?
Thanks in advance!
Technical Discussion » using relative paths in op:
- marque_pierre
- 25 posts
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Hello Konstantin,
Thanks for your suggestion.
This is what I get. Actually, I get that whether I do your “opimg/tex/OUT” or the standard “opimg/img1/OUT”
Oddly, my material turns this light pink as opposed to the standard grey, either way, when I try to call in the texture from null node.
What am I missing, or messing up?
PS. The smilies are from the colons + forward slash.
Thanks for your suggestion.
This is what I get. Actually, I get that whether I do your “opimg/tex/OUT” or the standard “opimg/img1/OUT”
Oddly, my material turns this light pink as opposed to the standard grey, either way, when I try to call in the texture from null node.
What am I missing, or messing up?
PS. The smilies are from the colons + forward slash.
Edited by marque_pierre - Sept. 11, 2017 10:40:44
Technical Discussion » Image adjustments to textures in /mat
- marque_pierre
- 25 posts
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Technical Discussion » Image adjustments to textures in /mat
- marque_pierre
- 25 posts
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Thanks jsmack!
Yes, the color correction node should be a good start…
That takes me to the next logical progression:
I normally (for the 2 minutes I have been using Houdini) plug my textures in inside the Principled Shader. To add the effects of a color correction node (or a similar type node), wouldn't I need to have my textures exist inside of a separate node upstream from the Principled Shader in order to insert the color correction node in between them?
What I mean is, is there a way to make a color correct node affect the loaded textures inside a Principled Shader?
Yes, the color correction node should be a good start…
That takes me to the next logical progression:
I normally (for the 2 minutes I have been using Houdini) plug my textures in inside the Principled Shader. To add the effects of a color correction node (or a similar type node), wouldn't I need to have my textures exist inside of a separate node upstream from the Principled Shader in order to insert the color correction node in between them?
What I mean is, is there a way to make a color correct node affect the loaded textures inside a Principled Shader?
Edited by marque_pierre - Sept. 8, 2017 15:38:27
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