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Technical Discussion » Voronoi 2D fracturing option
- wooyangkim
- 14 posts
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Hello,
So I'm trying to follow Mix Training's fracturing Basics tutorial and really liked what he was doing with 2D option for fracturing things like wood. I'm confused now because I did the similar action and can't see to get wood splinter like shapes. All he did was change it from 3D to 2D and got that shape. When I try it, the whole thing seems to break like above pictures.
I realize he's on an older version and I'm on the 17.5.258. Has there been a change? What must be done for me to get those results?
Houdini Indie and Apprentice » Houdini 17: Visualize Voronoi Fracture
- wooyangkim
- 14 posts
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Technical Discussion » Shading Depth render for smoke/clouds
- wooyangkim
- 14 posts
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figuring it out little by little… can't seem to get the value just right but I think I'll edit in photoshop
Helpful video for anyone who's trying to do this as well: https://vimeo.com/246591777 [vimeo.com]
Helpful video for anyone who's trying to do this as well: https://vimeo.com/246591777 [vimeo.com]
Edited by wooyangkim - June 13, 2019 20:56:59
Technical Discussion » Shading Depth render for smoke/clouds
- wooyangkim
- 14 posts
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jsmack
I made an error in my post above. You can get a result that looks like the screen shot you posted by multiplying the remapped depth by the Opacity (Of) from your volume shader, and exporting that.
This approach is fairly noob friendly, as you simply add a few nodes to your existing material.
Connect the Pz global to a fit node. Then dial in the source min and max to the range of depths you want to consider (the white and black point of your resulting image). Then connect the output of the fit and the ‘Of’ output from the volume shader to a multiply node. Then connect the result to an bind export node and give it the desired name.
Would it be possible for you to screenshot a shader node for me to follow? I just have the cloud material on this thing by default. I tried to look for Pz in the VEX Builder and had no luck. I'm probably going at this all wrong but I'm up for learning. It seems like I can't get rid of all those dots and can't get the gradients to have more range within themselves to get a better gradient with the EXRtractor at the moment. Plus I think your method will get the result I need with less time as it's just shader work.
Yes, I'm trying to use this depth map in game with a shader that supports heightmap/depthmap.
Edited by wooyangkim - June 13, 2019 19:10:14
Technical Discussion » Shading Depth render for smoke/clouds
- wooyangkim
- 14 posts
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jsmack
If you want to do a fake ‘depthy’ gradient pass, you can create it in your shader.
You'll need to integrate it as if it were a color in the volume. Since it will be opacity filtered, it will be useless as actual depth, but it seems like you want it for some game engine thing.
In a shader, multiply a zero to one remapped depth (Pz) by the integral step (dPdz), and then export that as a custom channel.
Okay I'm a noob and probably don't know how to do the above but will take some time and give it a try.
I was able to export out a .exr map, and found out that After Effects can extract the Z Depth pass from it using the EXRtractor plugin(already comes installed AE). Trying that method now, but it gave me a lot of noise so I'm guessing if I improve my rendering quality, the Zdepth will also improve in quality as well. Will update how it goes.
Technical Discussion » Shading Depth render for smoke/clouds
- wooyangkim
- 14 posts
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Technical Discussion » Shading Depth render for smoke/clouds
- wooyangkim
- 14 posts
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RamaKrishna
You should be using deep AOV for volume stuff. Default Z-depth works only for surfaces it seems (as far as I know).
Mantra>images>Deep output is going to write out deep images for you. You can change the .rat extension to .exr. So that
It can write out deep exr's. This going to produce huge file sizes. You can mentions compression on metadata tab to set
the compression quality to get the manageable file sizes.
There are special deep nodes in nuke to deal with deep images. These deep nodes are slow to process. So you better pre render any deep process as regular .exr's for faster feedback while comping in nuke.
Thank you for the response!
So I was able to render out a .EXR image using the Deep output as you said.
My goal right now is to pull out a Z-depth map and heightmap for these clouds to be used in game engine.
So far when I open the .exr file in Photoshop, it gives me the fully rendered image with alpha on it. How do I extract a z-depth map out of this .exr? Do I do this in Houdini somewhere?
Edited by wooyangkim - June 13, 2019 16:13:02
Technical Discussion » Shading Depth render for smoke/clouds
- wooyangkim
- 14 posts
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Hey guys,
I'm trying to render out a Zdepth pass for the clouds and hitting a wall of white spec noise.
Already tried setting up Volume step rate to 32 and upping the Volume quality.
Pixel to a bit higher (5) and it's not really giving me anything better.
1. Which settings will help me get smoother render for the Z depth pass?
2. More range(gradient) on this map would be great. Is there a min max setting like 3DS Max for the Zdepth pass? I just check on the Shading Depth on.
Help would be greatly appreciated!
I'm trying to render out a Zdepth pass for the clouds and hitting a wall of white spec noise.
Already tried setting up Volume step rate to 32 and upping the Volume quality.
Pixel to a bit higher (5) and it's not really giving me anything better.
1. Which settings will help me get smoother render for the Z depth pass?
2. More range(gradient) on this map would be great. Is there a min max setting like 3DS Max for the Zdepth pass? I just check on the Shading Depth on.
Help would be greatly appreciated!
Technical Discussion » Adding wind/fan force to pyro sims
- wooyangkim
- 14 posts
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Hello,
So I'm trying to do a simple task. Create smokeless fire on sphere > Add Wind/Fan force.
Nothing seems to happen. I added the Wind force by clicking on it from the Drive Simulation tab, then clicked on my pyro sim, hit enter.
I put ridiculous #s for scale force and everything else but nothing on my pyro sim is actually moving. Anyone have ideas on why?
Thanks!
So I'm trying to do a simple task. Create smokeless fire on sphere > Add Wind/Fan force.
Nothing seems to happen. I added the Wind force by clicking on it from the Drive Simulation tab, then clicked on my pyro sim, hit enter.
I put ridiculous #s for scale force and everything else but nothing on my pyro sim is actually moving. Anyone have ideas on why?
Thanks!
Technical Discussion » Mantra Render View gives out different results when saved as TARGA file.
- wooyangkim
- 14 posts
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So here are the different formats I've tried. It seems that JPEG gave me the best result. It doesn't really give me a proper alpha to change the background color but I guess this will do for now.
I think it's a color clamping issue with all these different formats and they're all giving different results. I really wish there was an easy option to clamp the colors better with any format so it's close to what the user sees on screen. All this underlying format issues are really confusing to me.
I think it's a color clamping issue with all these different formats and they're all giving different results. I really wish there was an easy option to clamp the colors better with any format so it's close to what the user sees on screen. All this underlying format issues are really confusing to me.
Technical Discussion » Mantra Render View gives out different results when saved as TARGA file.
- wooyangkim
- 14 posts
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jsmack
looks like a difference of opinion on whether the image should be unpremultiplied. Don't use weird formats that some software expects a certain way. Avoid targa, png, tif, etc. Stick to exr and jpg, they are the only known quantities when it comes to image formats. Avoid photoshop if possible.
Thanks for the suggestion jsmack. I've tried to use EXR as a image format using “Save to Disk”. The image size of the EXR renders out a LOT smaller and it also cuts out all the alpha which moves the image around when viewed in After Effects. I kind of have to use Photoshop/After Effects to edit my images as well. As for JPG, it won't work since I need alpha out of these images. These turn into sprite sheets which gets used in a game engine. I'll keep trying different method though. If there's any more suggestions, please let me know.
Thanks all!
-Daniel
Edited by wooyangkim - May 2, 2018 13:09:46
Technical Discussion » Mantra Render View gives out different results when saved as TARGA file.
- wooyangkim
- 14 posts
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Hello,
So I've been having issues with my renders not outputting the same visual images as what I see in Renderview.
I turn off Gamma, and also set my renders to 8 bit integer to keep out the GAMMA from rendering. I tried out different option as well but I get this really bright and heavily blown out contrast image as the result as well.
Not really sure where to go from here. Help would be greatly appreciated.
Thanks!
-Daniel
So I've been having issues with my renders not outputting the same visual images as what I see in Renderview.
I turn off Gamma, and also set my renders to 8 bit integer to keep out the GAMMA from rendering. I tried out different option as well but I get this really bright and heavily blown out contrast image as the result as well.
Not really sure where to go from here. Help would be greatly appreciated.
Thanks!
-Daniel
Technical Discussion » Rendering Normals of Pyro + Fluid sims
- wooyangkim
- 14 posts
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Technical Discussion » Rendering Normals of Pyro + Fluid sims
- wooyangkim
- 14 posts
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Hey guys!
New to Houdini here and I'm learning that this engine is fantastically mind numbing in a great way. Here's the issue I've been having and I can't seem to get a good simple solution. I'm trying to get tangent normal maps so I could transfer it into a game engine.
Made a Liquid / Pyro Simulation > Go into Mantra setting's Extra Image Planes > Check Shading Normal or Tangent Normal > Render in MPlay > Check N / Nt and find nothing has been rendered.
Is there a node I need to put somewhere for it to render out smoke / fluid normals? If I could get some help to solve this, it'd be greatly appreciated!
Thank you and feels great to finally be part of SideFX community!
-Daniel
PS: Please explain as dumbed down as possible since I'm pretty new.
New to Houdini here and I'm learning that this engine is fantastically mind numbing in a great way. Here's the issue I've been having and I can't seem to get a good simple solution. I'm trying to get tangent normal maps so I could transfer it into a game engine.
Made a Liquid / Pyro Simulation > Go into Mantra setting's Extra Image Planes > Check Shading Normal or Tangent Normal > Render in MPlay > Check N / Nt and find nothing has been rendered.
Is there a node I need to put somewhere for it to render out smoke / fluid normals? If I could get some help to solve this, it'd be greatly appreciated!
Thank you and feels great to finally be part of SideFX community!
-Daniel
PS: Please explain as dumbed down as possible since I'm pretty new.
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