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Technical Discussion » pbr glass problem
- stu
- 246 posts
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Hi eetu - I can't duplicate your results. Could you post your latest file and version number?
Technical Discussion » pbr glass problem
- stu
- 246 posts
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Making the constant shaded geometry invisible to shadow casting rays, as far as I can tell, reintroduces the same black faces/rays hitting nothing problem.
Technical Discussion » pbr glass problem
- stu
- 246 posts
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That doesn't solve the problem - I can't use the glass shader in a pbr render unless the environment is completely contained (rays that don't strike geometry will return a black result), and if the environment is completely contained, I can't use the envlight because whatever geometry that I've used to contain the environment eliminates the envlight's contribution.
I'm determined to get this to work with the tools at hand - I'm still convinced that I must be missing something simple. Certainly it's not impossible to use the glass shader and the envlight together in a pbr render. Right?
I'm determined to get this to work with the tools at hand - I'm still convinced that I must be missing something simple. Certainly it's not impossible to use the glass shader and the envlight together in a pbr render. Right?
Technical Discussion » pbr glass problem
- stu
- 246 posts
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That being the case, how best is it to completely surround my geometry with a dummy environment for the refraction rays to find while still being able to use the envlight (if I surround my geometry with an environment, light is no longer cast from the envlight because of the shadow cast onto the scene by the dummy environment - the shadow mask input field doesn't seem to have any affect in a pbr render).
Technical Discussion » pbr glass problem
- stu
- 246 posts
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After doing some poking around, it looks like at least part of my problem is that the Trace Vop in the vopnet that contributes the refraction contribution isn't taking into account either the reflection map or the background colour when geometry isn't hit by a ray. In a traditional micropolygon render this works fine. Can you confirm?
Technical Discussion » pbr glass problem
- stu
- 246 posts
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Technical Discussion » pbr glass problem
- stu
- 246 posts
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I'm trying to (perhaps foolishly) use the shipped glass material in a pbr render, and I'm getting black artifacts whenever I set the refractive IOR to anything but 1. The closer I set it to 1, the less black I get. I've tried surrounding the entire scene with a white cube so that there is no possibility of the refractive material ray not hitting legitimate geometry, and I still get the same result. I'd like not to start from scratch and write my own glass shader, but that's what I'm looking at now. Surely the shipped glass shader still isn't broken, and I've just missed something really simple?
9.5.142
9.5.142
Houdini Indie and Apprentice » Included models?
- stu
- 246 posts
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Houdini Indie and Apprentice » Included models?
- stu
- 246 posts
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You can download some of my work from odforce as well (I haven't tried them in recent versions of houdini, but they should work):
Lego:
http://forums.odforce.net/index.php?s=&showtopic=3170&view=findpost&p=24801 [forums.odforce.net]
Teapot:
http://forums.odforce.net/index.php?showtopic=4413&hl=teapot [forums.odforce.net]
Baseball:
http://forums.odforce.net/index.php?s=&showtopic=3823&view=findpost&p=25797 [forums.odforce.net]
Lego:
http://forums.odforce.net/index.php?s=&showtopic=3170&view=findpost&p=24801 [forums.odforce.net]
Teapot:
http://forums.odforce.net/index.php?showtopic=4413&hl=teapot [forums.odforce.net]
Baseball:
http://forums.odforce.net/index.php?s=&showtopic=3823&view=findpost&p=25797 [forums.odforce.net]
Houdini Lounge » Lack of tutorials
- stu
- 246 posts
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arctor
I've said for years that the Houdini documentation and tutorials should reflect the USE of Houdini in production, no one is rendering spheres on a grid…
Agreed - exactly the reason I'm building the jet.
Houdini Indie and Apprentice » Tank Treads
- stu
- 246 posts
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Houdini Indie and Apprentice » Tank Treads
- stu
- 246 posts
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Houdini Lounge » Legitimate pbr bsdf examples?
- stu
- 246 posts
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Houdini Lounge » Houdini and Vista - hserver problems?
- stu
- 246 posts
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Houdini Lounge » Legitimate pbr bsdf examples?
- stu
- 246 posts
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Hey sesi,
I was wondering if there were plans to release any shading examples that call upon and illustrate the different shading paradigm available under the pbr umbrella. Right now all of the shaders that ship with houdini wrap the phong lighting model around the newly available bsdf approach - it would be nice to have a shading example that discards that lighting model (spec, diffuse, etc) in favour of a more legitimate physical description of the surface. There's a lot of information bouncing around out there regarding the new bsdf description in houdini but most of it concentrates on using it to interpret the phong lighting model. I've got my own ideas (as I'm sure that many of us here do) but I'd like to see an implementation from you guys that I can use as a comparison. Thoughts?
I was wondering if there were plans to release any shading examples that call upon and illustrate the different shading paradigm available under the pbr umbrella. Right now all of the shaders that ship with houdini wrap the phong lighting model around the newly available bsdf approach - it would be nice to have a shading example that discards that lighting model (spec, diffuse, etc) in favour of a more legitimate physical description of the surface. There's a lot of information bouncing around out there regarding the new bsdf description in houdini but most of it concentrates on using it to interpret the phong lighting model. I've got my own ideas (as I'm sure that many of us here do) but I'd like to see an implementation from you guys that I can use as a comparison. Thoughts?
Houdini Lounge » Houdini and Vista - hserver problems?
- stu
- 246 posts
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Houdini Lounge » Houdini and Vista - hserver problems?
- stu
- 246 posts
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I suppose - it's worth noting, however, that I've installed H9 after having installed H8 in the past and it worked fine.
Houdini Lounge » Houdini and Vista - hserver problems?
- stu
- 246 posts
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I've got it working now - after trying several configurations and installation patterns, this works for me:
1. Install H9 normally.
2. Install H8, but without the re-installing the license server.
If I installed H8 first, I'd get the confilct that I mentioned earlier.
1. Install H9 normally.
2. Install H8, but without the re-installing the license server.
If I installed H8 first, I'd get the confilct that I mentioned earlier.
Houdini Lounge » Houdini and Vista - hserver problems?
- stu
- 246 posts
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Houdini Lounge » Houdini and Vista - hserver problems?
- stu
- 246 posts
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It's weird. I'm using both H8 and H9 - when I install H8, it works fine, but then when I install H9 as well, I get the licensing error. I've never had this problem before.
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