Hey guys
Does anybody know if Renderman can be set up for use with Houdini Apprentice? Or rather can you set up 3Delight for use with Renderman?
I know that PRMan can be set up, but I can't afford that yet.
When I set up a Renderman ROP, there's no option in the menu for 3Delight, but I don't know if that's because I haven't set it up yet. Thanks!
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Technical Discussion » Renderman and Houdini Apprentice
- phoenix1606
- 18 posts
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Technical Discussion » which linux do you choose to run houdini?
- phoenix1606
- 18 posts
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I'm using Houdini 6.1 Apprentice on Red Hat Linux 9 and it's great. All you need to do is use a c-shell to set the following environment variable:
LD_ASSUME_KERNEL 2.4.1
Other than that, everything is fine.
I hope this helps.
LD_ASSUME_KERNEL 2.4.1
Other than that, everything is fine.
I hope this helps.
Houdini Lounge » Learning VOP shader writing
- phoenix1606
- 18 posts
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Hello
I was wondering if anyone knew where would be a good start to learn about creating custom shaders in Houdini using VOPs. The pre-built SHOPs don't always do the job, and I haven't been able to find any tutorials for this. Any help would be greatly appreciated. Thanks!
I was wondering if anyone knew where would be a good start to learn about creating custom shaders in Houdini using VOPs. The pre-built SHOPs don't always do the job, and I haven't been able to find any tutorials for this. Any help would be greatly appreciated. Thanks!
Technical Discussion » Reflection and Refraction using VOPs
- phoenix1606
- 18 posts
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Hi
I'm trying to create a shader for a gem stone. I'm basically teaching myself VOP shader writing as I go along, and I can't seem to find any tutorials available.
Basically I'm stuck trying to create the refraction effects using VOPs. I'm unclear about which VOPs to use and how they should be connected in my pipeline to the Output VOP. If someone could please explain how to typically use these vops to scatter light through a surface, I would be very grateful. Or if you prefer, you can download my working file (Apprentice Version) from this address and examine:
http://www.illusionmedia.net/testGem.hipnc [illusionmedia.net]
Thanks very much in advance!
I'm trying to create a shader for a gem stone. I'm basically teaching myself VOP shader writing as I go along, and I can't seem to find any tutorials available.
Basically I'm stuck trying to create the refraction effects using VOPs. I'm unclear about which VOPs to use and how they should be connected in my pipeline to the Output VOP. If someone could please explain how to typically use these vops to scatter light through a surface, I would be very grateful. Or if you prefer, you can download my working file (Apprentice Version) from this address and examine:
http://www.illusionmedia.net/testGem.hipnc [illusionmedia.net]
Thanks very much in advance!
Technical Discussion » NTSC safe colour monitoring
- phoenix1606
- 18 posts
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Hello
I recently spoke with someone who works with Houdini on a regular basis, but on Irix.
He showed me a feature in iplay called Scope which allows you to monitor the colours in your renderings so that they appear correctly when transferred to video tape.
I was unable to find this feature in the Windows version of Houdini Apprentice 6, and I was wondering if someone could show me where I could find it. Thanks!
phoenix1606
I recently spoke with someone who works with Houdini on a regular basis, but on Irix.
He showed me a feature in iplay called Scope which allows you to monitor the colours in your renderings so that they appear correctly when transferred to video tape.
I was unable to find this feature in the Windows version of Houdini Apprentice 6, and I was wondering if someone could show me where I could find it. Thanks!
phoenix1606
Technical Discussion » Special Frame Numbering in Mantra
- phoenix1606
- 18 posts
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Hello
I have 2 rendering passes for my animation: an Odd Field pass and an Even Field pass. (I'm going to video tape) Is there a way to command Mantra to make one of the passes re-name the frames only as odd numbers (1, 3, 5, 7, etc) while the other re-names only as even numbers (2, 4, 6, 8, etc)
I can't skip frames when rendering each pass, but I need to re-number the frames from the passes so that assembling the frames for the final movie would be a lot easier. Thanks!
phoenix1606
I have 2 rendering passes for my animation: an Odd Field pass and an Even Field pass. (I'm going to video tape) Is there a way to command Mantra to make one of the passes re-name the frames only as odd numbers (1, 3, 5, 7, etc) while the other re-names only as even numbers (2, 4, 6, 8, etc)
I can't skip frames when rendering each pass, but I need to re-number the frames from the passes so that assembling the frames for the final movie would be a lot easier. Thanks!
phoenix1606
Technical Discussion » EPS import not working
- phoenix1606
- 18 posts
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Hello
I've been trying to import EPS files into Houdini using the File SOP. I've followed the tech notes' standards of importing an Illustrator 5/5.5 format EPS, but it still doesn't work. I've tried saving in earlier formats, and it still doesn't work. This is for a logo design I made. Is there a possible workarouund solution for this? Thanks.
phoenix1606
I've been trying to import EPS files into Houdini using the File SOP. I've followed the tech notes' standards of importing an Illustrator 5/5.5 format EPS, but it still doesn't work. I've tried saving in earlier formats, and it still doesn't work. This is for a logo design I made. Is there a possible workarouund solution for this? Thanks.
phoenix1606
Technical Discussion » rendering reflection map
- phoenix1606
- 18 posts
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Hi
Thanks for the help! Only problem is that I created my own shader in VOPs where I attached a Wood Plank VOP to the color input of the Output VOP. The Wood Plank VOP has reflections integrated into it, so I don't know how to turn off the texture while maintaining the reflections. Please advise. Thanks!
phoenix1606
Thanks for the help! Only problem is that I created my own shader in VOPs where I attached a Wood Plank VOP to the color input of the Output VOP. The Wood Plank VOP has reflections integrated into it, so I don't know how to turn off the texture while maintaining the reflections. Please advise. Thanks!
phoenix1606
Technical Discussion » rendering reflection map
- phoenix1606
- 18 posts
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Hello
Simple question: If I have an object with a textured surface and reflections, how do I render a separate pass for only the reflections without the textures? Thanks!
phoenix1606
Simple question: If I have an object with a textured surface and reflections, how do I render a separate pass for only the reflections without the textures? Thanks!
phoenix1606
Technical Discussion » Reflection Issue
- phoenix1606
- 18 posts
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Technical Discussion » Reflection Issue
- phoenix1606
- 18 posts
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here's the file…I hope this helps.
http://www.illusionmedia.net/houdini6RoomRebuilt2.hipnc [illusionmedia.net]
phoenix1606
http://www.illusionmedia.net/houdini6RoomRebuilt2.hipnc [illusionmedia.net]
phoenix1606
Technical Discussion » Reflection Issue
- phoenix1606
- 18 posts
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Technical Discussion » Reflection Issue
- phoenix1606
- 18 posts
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I'm still getting the same problem. The reflection is only showing in a circular area in the center of the planar surface, and it's distorting around the circle. No idea what it is…
phoenix1606
phoenix1606
Technical Discussion » Reflection Issue
- phoenix1606
- 18 posts
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I created my own shader in VOPs by wiring the Color output from a woodPlank shader into the diff input of a Blinn lighting model, which is wired out to the Surface Color (Cf) input of the Output VOP.
There are no lighting shaders, so I guess the lighting is irrelevant. I hope this is enough information…
phoenix1606
There are no lighting shaders, so I guess the lighting is irrelevant. I hope this is enough information…
phoenix1606
Technical Discussion » Reflection Issue
- phoenix1606
- 18 posts
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Hello
I'm using Houdini 6 Apprentice Edition, and when I try to create reflections off of a planar surface, the reflections are only appearing in a circular area on the surface, even though the entire surface is illuminated by one light, and the object only has one shader applied to it.
In addition, the reflections seen in the circular area appear distorted, like in a fisheye lens. I appreciate any help I can get. Thanks!
phoenix1606
I'm using Houdini 6 Apprentice Edition, and when I try to create reflections off of a planar surface, the reflections are only appearing in a circular area on the surface, even though the entire surface is illuminated by one light, and the object only has one shader applied to it.
In addition, the reflections seen in the circular area appear distorted, like in a fisheye lens. I appreciate any help I can get. Thanks!
phoenix1606
Technical Discussion » Shadow Error
- phoenix1606
- 18 posts
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Hello,
I tried the solution that you mentioned, and I still had the same problem. The bed object had very deep shadows appearing on itself, but the floor was still receiving no shadows. I rebuilt the scene and then the shadows were appearing on the floor. Thanks for the help anyway!
I tried the solution that you mentioned, and I still had the same problem. The bed object had very deep shadows appearing on itself, but the floor was still receiving no shadows. I rebuilt the scene and then the shadows were appearing on the floor. Thanks for the help anyway!
Technical Discussion » Shadow Error
- phoenix1606
- 18 posts
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Hello
I'm having a problem in Houdini 6. I'm setting up multiple lights in a scene, and some of them are set to cast shadows. But whenever more than one light is set to illuminate an object, the object doesn't receive shadows anymore.
For example, I have a modeled bed on a cube object as a floor. When I had a single light in the scene, the bed was casting shadows on the floor. But when I put another light to further illuminate the floor, the shadow disappeared.
I tried intensifying the shadow shader, and the bed's shadows that were cast on itself were intensified, but the floor still did not receive any shadows. Please help me…thanks!
I'm having a problem in Houdini 6. I'm setting up multiple lights in a scene, and some of them are set to cast shadows. But whenever more than one light is set to illuminate an object, the object doesn't receive shadows anymore.
For example, I have a modeled bed on a cube object as a floor. When I had a single light in the scene, the bed was casting shadows on the floor. But when I put another light to further illuminate the floor, the shadow disappeared.
I tried intensifying the shadow shader, and the bed's shadows that were cast on itself were intensified, but the floor still did not receive any shadows. Please help me…thanks!
Technical Discussion » VOP Output Segmentation Fault
- phoenix1606
- 18 posts
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Version: 5.5.36
OS: Windows 2000 Service Pack 3
Problem:
After playing around a bit with VEX Builder, I found out that I can not wire any inputs into the final Output of the VEX Builder. I think there may be a problem with the VOP engine, but I tried re-installing and I still get the same problem. Does anybody know about this problem and what to do about it? Thanks!
OS: Windows 2000 Service Pack 3
Problem:
After playing around a bit with VEX Builder, I found out that I can not wire any inputs into the final Output of the VEX Builder. I think there may be a problem with the VOP engine, but I tried re-installing and I still get the same problem. Does anybody know about this problem and what to do about it? Thanks!
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