Hi guys, i have a displace along normals hooked into baseN of a standard core, its set to bump only, true displacement is off. Subdivisions is off on the geo and dicing is set to 0. When the buckets hit the object at grazing angles my core usage drops to 4% and the render slows down completely, even when it clears these buckets and moves on to a flat grid in the bg it never picks up again. If i take the bump off it renders in seconds.
Thing is when i send it to the farm, the flame machines finish the frame in 2 min but the render nodes go up to a couple of hours, all the while peak mem usage is around 7gb….
Anyone else seen something like this happening?
P.s. object is a scan.
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Technical Discussion » Bump map stalling cpu cores
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- stari
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Technical Discussion » aovs in refraction with lpe?
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- stari
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Technical Discussion » aovs in refraction with lpe?
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- stari
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Just a heads up on this. Whilst it wont render in the render viewer, it seems to render the sss lpe fine over the farm.
Technical Discussion » aovs in refraction with lpe?
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- stari
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Technical Discussion » aovs in refraction with lpe?
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- stari
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One last question on this subject.
Anyone have any idea why this doesn't work?
lpe:C<TG>.<…'sss'>.*
Anyone have any idea why this doesn't work?
lpe:C<TG>.<…'sss'>.*
Technical Discussion » aovs in refraction with lpe?
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- stari
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Technical Discussion » aovs in refraction with lpe?
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- stari
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hmmmm… Sorry my knowledge on this is very limited, so does that mean if i have 3 refractive planes i would have to write something like this for direct diffuse?
lpe: C<TG>*<RD>L
?
lpe: C<TG>*<RD>L
?
Edited by stari - Aug. 3, 2019 09:49:56
Technical Discussion » aovs in refraction with lpe?
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Hey guys, is it possible to separate the individual direct and indirect components behind some refractive planes using light path expressions?
Houdini Indie and Apprentice » Redshift?
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- stari
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Ok , got confirmation on the rs forum that it works…
the site got me a bit confused, but its all cool now.
-Houdini Indie works with the following third party renderers: RenderMan, Arnold and OctaneRender. Redshift, V-ray and Maxwell Render will be supported in the future.
the site got me a bit confused, but its all cool now.
-Houdini Indie works with the following third party renderers: RenderMan, Arnold and OctaneRender. Redshift, V-ray and Maxwell Render will be supported in the future.
Houdini Indie and Apprentice » Redshift?
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- stari
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Any idea when indie will support Redshift?
Cant wait to put the two together.
Cant wait to put the two together.
Edited by stari - Feb. 8, 2017 08:52:36
SI Users » Softimage to Houdini guides
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- stari
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Well after a long maya job that had me feeling very down, and the hard fact hitting home that i just cant enjoy working in Maya. Plus the H16 announcement video has me returning , i just bought a copy of Indy for myself, and this time i plan on committing to sticking with H. So that book would be very much appreciated and i would love to chip in
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SI Users » 6/7 weeks in, thoughts using Houdini?
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SI Users » Softimage to Houdini guides
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SI Users » Porting ICE nodes to Houdini
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SI Users » rayswitch in shop
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SI Users » rayswitch in shop
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- stari
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Got round to playing with Houdini today, just noticed that the matte parameter actually does what i was doing the whole time, really feel like a idiot now
sorry for all the noise, i was pretty sure something was wrong but it was my mistake all along. Back to the tutorials i guess.

SI Users » rayswitch in shop
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- stari
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Hi guys, so i rolled up my sleeves today and downloaded the apprentice version and hacked up a quick scene to illustrate my point about the matting of shaders. I made a quick hack to one mantra surface shader and plugged it into a object in my scene. I also promoted a switch to the shader properties that has 3 states.
state 1 = standard shading, no modifications
state 2 = 1st ray matte / 2nd visible / shadow / no alpha
state 3 = 1st ray matte / 2nd visible / no shadow / no alpha
And i see i can make a take and change that on a per shader basis. Now what i am interested in, is if i were to use this from now on because it seams quite natural to me. Would this make an ok workflow as i have a fear of branching out into new workflows in a software i dont know that well yet, and there could be a better solution out there and this could come back and bite me in the *** some time later on.
Cheers,
Ogi.
state 1 = standard shading, no modifications
state 2 = 1st ray matte / 2nd visible / shadow / no alpha
state 3 = 1st ray matte / 2nd visible / no shadow / no alpha
And i see i can make a take and change that on a per shader basis. Now what i am interested in, is if i were to use this from now on because it seams quite natural to me. Would this make an ok workflow as i have a fear of branching out into new workflows in a software i dont know that well yet, and there could be a better solution out there and this could come back and bite me in the *** some time later on.
Cheers,
Ogi.
SI Users » rayswitch in shop
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- stari
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I do believe you are correct, but in some situations i just believe there are something that should be simplified concerning this.
Take for example i have some crazy shader that has sss, refractions, two layers of specular reflections and half of those components are toned by some raydepth shader, and all of that takes a long time to compute… I might not want that same shader to be sampled in other reflection rays in the scene,but i might need it in refraction , or a hair shader with opacity, i always cull it down to just the camera rays and gi having opacity. It would mean a world to be able to cut half of those calculations and throw them away. Also how would i take a environment light, and use a second blurred map just for diffuse contribution, is that possible in Houdini. Generally i don't always use it, but sometimes it can help cut down on render times.
Take for example i have some crazy shader that has sss, refractions, two layers of specular reflections and half of those components are toned by some raydepth shader, and all of that takes a long time to compute… I might not want that same shader to be sampled in other reflection rays in the scene,but i might need it in refraction , or a hair shader with opacity, i always cull it down to just the camera rays and gi having opacity. It would mean a world to be able to cut half of those calculations and throw them away. Also how would i take a environment light, and use a second blurred map just for diffuse contribution, is that possible in Houdini. Generally i don't always use it, but sometimes it can help cut down on render times.
SI Users » Softimage to Houdini guides
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- stari
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Seriously? I hope you didn't have to cash out for that, is there any way we can reimburse you… How about loads of beers next time we all visit London.
SI Users » How do I see procedural textures in the viewport?
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