Hey all -
I've been trying to get motion blur on my volumes, and have followed the directions in this post exactly:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22128&highlight=volume+motion+blur [sidefx.com]
However, it's not working. I can open up that posted project and see it fine, however if I try to re-create it I get no results.
Here's a simple project file - a spherical volume, spinning around an axis, then a point cloud made with v calculated, and passed to a vel volume. Can anyone help me figure out what's wrong here?
Thanks.
-Mike
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Technical Discussion » Volume Motion Blur!
- tk421storm
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Houdini Lounge » Two UV-related questions
- tk421storm
- 41 posts
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Ahhhh, ok. That makes sense. With that advice, I've been texturing non-stop for two days!
Thanks again.
Thanks again.
Houdini Lounge » Two UV-related questions
- tk421storm
- 41 posts
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Thank you!!! That is a really awesome, thoughtful response that helps me understand what's going on.
I'm still a bit confused about the material SOP applying to point, primitive or detail. If I throw down a grid and then apply a material sop to it, and set it to primitive or detail, I can see the texture fine. However, if I set it to point I don't see anything. Is a point-applied material SOP for a specific situation, separate from most texturing tasks?
Thanks.
I'm still a bit confused about the material SOP applying to point, primitive or detail. If I throw down a grid and then apply a material sop to it, and set it to primitive or detail, I can see the texture fine. However, if I set it to point I don't see anything. Is a point-applied material SOP for a specific situation, separate from most texturing tasks?
Thanks.
Houdini Lounge » Two UV-related questions
- tk421storm
- 41 posts
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Interesting!
It does seem that when I use the uv coords param/bind, I can scale and transform it accurately. Exactly what I was looking for!
However, do you know the difference between the point/primitive/detail binding on the Material SOP? And why the results can be so different?
It does seem that when I use the uv coords param/bind, I can scale and transform it accurately. Exactly what I was looking for!
However, do you know the difference between the point/primitive/detail binding on the Material SOP? And why the results can be so different?
Houdini Lounge » Two UV-related questions
- tk421storm
- 41 posts
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More questions!
3) On the Material SOP, how do I know to use point, primitive or detail attributes? With the mantra surface shader, I only see my texture if it's set to point attributes - with primitive attributes it doesn't render at all. However, with the “leaf” texture, it only works if it's set to primitive attributes!
3) On the Material SOP, how do I know to use point, primitive or detail attributes? With the mantra surface shader, I only see my texture if it's set to point attributes - with primitive attributes it doesn't render at all. However, with the “leaf” texture, it only works if it's set to primitive attributes!
Houdini Lounge » Two UV-related questions
- tk421storm
- 41 posts
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Sorry if this is a repost, but the search function won't work for terms under 2 characters (frustrating for uvs and s & t coordinates!)
I've never fully grasped UVs and textures in mantra, so hopefully someone can answer these questions:
1) How do I access UV values in a shop network? I am only given s & t values in the globals. Can anyone point me to a good tutorial about the difference?
2) What's the best way to tile a texture? I don't seem to have any control over this. I can transform my UVs with the UV transform SOP, and in the viewport this works fine. However, my shader ignores this entirely, and just seems to read s & t, whatever they are. If I multiply my s & t by a float, the tile sizes remain the same but the texture inside that tile scales.
Thanks!
I've never fully grasped UVs and textures in mantra, so hopefully someone can answer these questions:
1) How do I access UV values in a shop network? I am only given s & t values in the globals. Can anyone point me to a good tutorial about the difference?
2) What's the best way to tile a texture? I don't seem to have any control over this. I can transform my UVs with the UV transform SOP, and in the viewport this works fine. However, my shader ignores this entirely, and just seems to read s & t, whatever they are. If I multiply my s & t by a float, the tile sizes remain the same but the texture inside that tile scales.
Thanks!
Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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OK, I've got it down to a reasonable render time, but I'm still having the issue between the “Render View” and the mPlay/hbatch windows.
Just to prove I'm not a crazy Noob, I've screen grabbed the results from the Renderview and the mplay window. Both are rendered with exactly the same ROP, no changes. As you can see, the results are very different, both in render time and in final result. The renderview is quicker and a bit nicer, but I was unable to get hbatch or mplay to match.
Just to prove I'm not a crazy Noob, I've screen grabbed the results from the Renderview and the mplay window. Both are rendered with exactly the same ROP, no changes. As you can see, the results are very different, both in render time and in final result. The renderview is quicker and a bit nicer, but I was unable to get hbatch or mplay to match.
Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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Yeah, I'm 100% sure I haven't been using it with the “preview” button checked. I watch the buckets fill from the center like normal, for the final render.
I'm rendering to the mplay window, and I'm seeing times and results much more like what I saw through the hbatch render. I'm having trouble getting that original “Render View” result, even with sampling settings deleted on the object level.
I'm rendering to the mplay window, and I'm seeing times and results much more like what I saw through the hbatch render. I'm having trouble getting that original “Render View” result, even with sampling settings deleted on the object level.
Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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Well, now I'm confused.
It does look like the mPlay window is just a popped-out version of the “Render View” window. And I do see the render type in the upper left, which is why I assumed that was always the way it's going.
I'm going to take off all my object-level sampling settings, and see if that makes a difference. Otherwise, I'm not sure where to go. If I can't get out of hbtach what I can see in mplay or render view, I'm not sure how to work with renders at all.
-Mike
It does look like the mPlay window is just a popped-out version of the “Render View” window. And I do see the render type in the upper left, which is why I assumed that was always the way it's going.
I'm going to take off all my object-level sampling settings, and see if that makes a difference. Otherwise, I'm not sure where to go. If I can't get out of hbtach what I can see in mplay or render view, I'm not sure how to work with renders at all.
-Mike
Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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Hey Rob -
Thanks SO MUCH for sticking with me!!
Wow, that is a crazy limitation. I'm shocked that I can't find anything about that in the documentation either. All the tutorials (even from sideFX) have taught me to use the RenderView, and never once mentioned that huge limitation. Houdini is usually what-you-see-is-what-you-get, so to have the undocumented is a huge shortcoming.
For clarification, in my renderROP I should set the output to be “ip” and then click the film roll on the scene side? Then, when I'm ready to render the sequence, I can set a filename instead of “ip” in the output, correct?
Thanks again, man.
Thanks SO MUCH for sticking with me!!
Wow, that is a crazy limitation. I'm shocked that I can't find anything about that in the documentation either. All the tutorials (even from sideFX) have taught me to use the RenderView, and never once mentioned that huge limitation. Houdini is usually what-you-see-is-what-you-get, so to have the undocumented is a huge shortcoming.
For clarification, in my renderROP I should set the output to be “ip” and then click the film roll on the scene side? Then, when I'm ready to render the sequence, I can set a filename instead of “ip” in the output, correct?
Thanks again, man.
Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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I'm sorry if I'm seeming dense, I'm just trying to understand this.
In my render ROP, i have an option to choose “Render Engine”. You mean that no matter what I choose there, if I render this ROP in the “Render View” pane, it will always render with the ray-tracing engine?
I just threw together a simple project with a torus and a light, and when I changed engines on the ROP I did see changes in the “Render View”.
AND if this is true, how can I make my mantra ROP render the same thing I'm seeing in the render view? Just change the engine to “Ray Tracing”?
In my render ROP, i have an option to choose “Render Engine”. You mean that no matter what I choose there, if I render this ROP in the “Render View” pane, it will always render with the ray-tracing engine?
I just threw together a simple project with a torus and a light, and when I changed engines on the ROP I did see changes in the “Render View”.
AND if this is true, how can I make my mantra ROP render the same thing I'm seeing in the render view? Just change the engine to “Ray Tracing”?
Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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Spoke too soon!
I don't know what's going on here. I've attached two screengrabs - both from exrs read into nuke - one from the render viewer, and one from the mantra hbatch render.
Not only does the mantra render take 4x as long (2hours vs 30 minutes) but the lighting looks totally different. It's something I could fix with CC, but why is it taking so much longer?
I must be missing something about how the render viewer works. Am I wrong in assuming the result I see in the render viewer should be identical to the result from a command line renderer?
I don't know what's going on here. I've attached two screengrabs - both from exrs read into nuke - one from the render viewer, and one from the mantra hbatch render.
Not only does the mantra render take 4x as long (2hours vs 30 minutes) but the lighting looks totally different. It's something I could fix with CC, but why is it taking so much longer?
I must be missing something about how the render viewer works. Am I wrong in assuming the result I see in the render viewer should be identical to the result from a command line renderer?
Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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So now I've picked up the render again, while I'm sitting at the machine, and it seems to be taking the expected amount of time per frame. I wonder if something is happening when I'm away from the machine at night, slowing down the process.
Thanks for talking me through this! I love houdini, but often it'll do something I can't understand, and with a tight timeline I was extra worried.
-Mike
Thanks for talking me through this! I love houdini, but often it'll do something I can't understand, and with a tight timeline I was extra worried.
-Mike
Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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I guess I mean the “Render View” - not the Interactive one available in the 3d viewport. I use the term “IP” because that's what auto-populates the destination field of a render node, and I assumed that meant send it to the image viewer.
I'm using PBR, and I'm assuming that what I see in the render view would be the same.
Even with motion blur, I'm assuming that what I see in “Render view” is what I'll get when I do hbatch. If something takes forever to render w/ motion blur, I should see that in the Render View, correct?
I'm using PBR, and I'm assuming that what I see in the render view would be the same.
Even with motion blur, I'm assuming that what I see in “Render view” is what I'll get when I do hbatch. If something takes forever to render w/ motion blur, I should see that in the Render View, correct?
Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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I'm rendering same res (720p) in both contexts - with the same settings. In the IP, I'm rendering one frame at a time, and of course with hbatch I'm rendering a whole sequence.
There is motion blur - would the calculation of the whole sequence be different than a calculation of a single frame?
When I say the quality was better - it's just that. I haven't changed any settings, but the hbatch render is rendering with no noise at all - it seems like the samples are cranked way up.
I have object level ray min/max settings on some objects, is it possible those settings are being ignored by the IP but used by the hbatch mantra?
Sorry to be confusing, I have no idea what's going on here. Same file, same machine, same output, but wildly different render times.
-Mike
There is motion blur - would the calculation of the whole sequence be different than a calculation of a single frame?
When I say the quality was better - it's just that. I haven't changed any settings, but the hbatch render is rendering with no noise at all - it seems like the samples are cranked way up.
I have object level ray min/max settings on some objects, is it possible those settings are being ignored by the IP but used by the hbatch mantra?
Sorry to be confusing, I have no idea what's going on here. Same file, same machine, same output, but wildly different render times.
-Mike
Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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The problem is, I haven't changed anything!
I render in houdini to the IP, and it takes about 20 minutes. I save and close the project, close houdini, then open the project with hbatch, tell it to render the exact same mantra node, and it's taking 4 times as long.
I render in houdini to the IP, and it takes about 20 minutes. I save and close the project, close houdini, then open the project with hbatch, tell it to render the exact same mantra node, and it's taking 4 times as long.
Technical Discussion » hbatch/ip render - different times?
- tk421storm
- 41 posts
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Hey all -
I'm working on a render right now, and I've spent a few days getting the right balance of quality/render time in the IP. Now I've sent it to hbatch for final render, and each frame is taking 4x as long!
Admittedly, the quality is better, but 2 hours/frame wont work for our deadline. What explains this disparity?
To clarify, I definitely do not have “preview” or “auto-update” checked in the IP. I assumed that what I saw in IP was identical to what I would get out of hbatch.
Thanks!
-Mike
I'm working on a render right now, and I've spent a few days getting the right balance of quality/render time in the IP. Now I've sent it to hbatch for final render, and each frame is taking 4x as long!
Admittedly, the quality is better, but 2 hours/frame wont work for our deadline. What explains this disparity?
To clarify, I definitely do not have “preview” or “auto-update” checked in the IP. I assumed that what I saw in IP was identical to what I would get out of hbatch.
Thanks!
-Mike
Houdini Lounge » Absolute reference copy?
- tk421storm
- 41 posts
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Ooh that's an awesome resource! That was pretty much exactly what I was looking for.
Now, do you know how I could add that script to the context menu, like reference copy? Or could I only add it to the toolbar?
Now, do you know how I could add that script to the context menu, like reference copy? Or could I only add it to the toolbar?
Houdini Lounge » Absolute reference copy?
- tk421storm
- 41 posts
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Hey all -
I can't seem to find anything in the documentation about reference copies. Basically, I want to make a reference copy with absolute paths instead of relative ones. Does anyone know how I would go about doing this? Or where I could modify the script to accomplish this? Thanks.
-Mike
I can't seem to find anything in the documentation about reference copies. Basically, I want to make a reference copy with absolute paths instead of relative ones. Does anyone know how I would go about doing this? Or where I could modify the script to accomplish this? Thanks.
-Mike
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