Hi there is anotehr way of doing this. I attached a file. I use a vopsop to generate a attribute onto scattered points that I can later use in a delete sop. this is quite fast and I can use this points as source for my particles. have a look it it works for You .
I thougth this should work. I want to split particles from the volume of a instance. the split node offers this option. but unfortunately it kills the inherited velocity. is there a workaround? Martin
When you create local material parameters on a object with a displacment material You don't get the displacment scaling as scale parameter allready exists on every object. maybe the displacementscale could be named different by default
the vtms I have in mind should work quite well in 9.5 with some fixing. I guess it is easier to pick up 9.5 than 5. the helpfiles are quite well done. Why waste time with a outdated version. what kind of computer do You have?
When I set the mantra verbosity level to 1 on xp64 a little window pops up as soon as i start a render and shows me things like shadowmap generation and rendertimes.
on linux (ubuntu) nothing happens. How can I fix this?
If You want really instances with all their benefits and drawbacks, go to the objecct level select teh particle object and click on the little gear object at the top of the parameter pane, now select edit rendering parameters and search for the parameter “Mantra9.5>Instance>PointInstancing”, drag it to the right tree and click accept
now You got a new paramter Point Instancting at the objectlevel, turn it on and render. now You can see the donuts. by default the parameter is of so the instance information is not piped to mantra.
simple things first, You can apply shaders to objects - by drag'n'drop them from the to the object in the viewport - in the objectlevel. every object has a material tab, browse the the shader You want to apply - in SOP level with the materialSOP
before You can apply a shader it has to be in the scene, the material palette has some presets, but You have to drag them into the scene to use them.
shader writing is a complex. first you can use the presets that come with houdini. You get to the next level when You dive into one of this. Now You at the VOP level, where you can use nodes to define Your surface and displacement. One level deeper is VEX code, where You can either write complete shaders or VOPnodes. the good thing is You can use vex in any other context, too. The book “Advanced Renderman” is a great resource for understanding, it does not cover mantra but mantra and renderman share a lot of concepts.
All of ICE is multi-threaded, so it is insanely fast.
That is not the complete truth, unfortunately.
Some nodes are not threaded by nature, and if You use them in Your network the speed suffers. Nodes that have to look through the complete data set for example. I think it is a nature of multithreading. But with clever building You can minimize this.
sorry, yes I meant the plain spheres from particles. i don't get it. but obviously I made a big misstake until now. They just do fine, as they should. what the hell went wrong the other day… (oh, it was me)
Hi I want to render my particles as spheres, but still want to modify them with a point sop. but as soon as i add a pointsop after my popnetwork they do not render as spheres anymore