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Houdini Lounge » HQueue?
- sanostol
- 575 posts
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Houdini Lounge » HQueue?
- sanostol
- 575 posts
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is it correct that i can use HQueue to manage mantra jobs on the farm? what do I need to install on the render clients?
an other thing is what do I need on the clients to do upresing? hbatch?
Martin
an other thing is what do I need on the clients to do upresing? hbatch?
Martin
Houdini Indie and Apprentice » H5 !!
- sanostol
- 575 posts
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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Why waste time with a outdated version.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?
Martin
Why waste time with a outdated version. what kind of computer do You have?
Martin
Technical Discussion » Mantra Verbose Mode
- sanostol
- 575 posts
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Technical Discussion » Mantra Verbose Mode
- sanostol
- 575 posts
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Hi,
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?
Martin
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?
Martin
Houdini Lounge » New Axis SSS
- sanostol
- 575 posts
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Houdini Lounge » Attach Geometry to Particles
- sanostol
- 575 posts
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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.
martin
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.
martin
Houdini Lounge » "On Fire" Masterclass Online
- sanostol
- 575 posts
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With all these masterclasses I really need some time now. Thanks for all that stuff. It is great
Martin
Martin
Houdini Lounge » In-Depth Look at Fur
- sanostol
- 575 posts
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Houdini Lounge » Generate new gallery
- sanostol
- 575 posts
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how can I generate a new material gallery file? the add button wants me to select a existing gal file. but I want to add a new one
Martin
Martin
Houdini Lounge » New to Houdini, how i know where to write shader?
- sanostol
- 575 posts
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Hi
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.
have fun
Martin
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.
have fun
Martin
Houdini Lounge » Houdini Benchmarking
- sanostol
- 575 posts
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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.
Technical Discussion » can i bake the expression animation to keyframes
- sanostol
- 575 posts
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Technical Discussion » render particle as spheres
- sanostol
- 575 posts
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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)
martin
martin
Technical Discussion » render particle as spheres
- sanostol
- 575 posts
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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
how do i get my spheres back?
martin
how do i get my spheres back?
martin
Technical Discussion » Splitting from instance volume::no velocity inherited
- sanostol
- 575 posts
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Hi I want to split from instance volumes, but the new particles do not inherit the velocity
is it a bug ?
i attached a test file
martin
is it a bug ?
i attached a test file
martin
Technical Discussion » DOP:FracturedObject:Computed Pivot is wrong at the beginning
- sanostol
- 575 posts
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I have a fractured object that should fall apart. i set some initial positional and rotational values on the parts and discovered that the rotational velocity that is applied initialy assumes a wrong center (0,0,0). it seems that at the beginning the center is not calculated correct. how can this be solved
Martin
Martin
Technical Discussion » remote rendering troubles
- sanostol
- 575 posts
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ok, i got closer to my problem with the pathes. maybe someone can help me now.
I had a look into the ifd file, and it seems that there is a way to prevent the hip variable to be evaluated at generation time. so it keeps to be $HIP inside the ifd. i read this on the mailing list. \$HIP prevents the evaluation, but unforutnately it prevents houdini finding the texture in the gui too. on the other side it is very cool, because you can set the variable before You start the mantra process to be sure to have the right pass. so is the a way to generate ifd wiht $HIP keeping intact, but still have the pathes correct in houdini. a checkbox in the render node would be soo cool.
martin
I had a look into the ifd file, and it seems that there is a way to prevent the hip variable to be evaluated at generation time. so it keeps to be $HIP inside the ifd. i read this on the mailing list. \$HIP prevents the evaluation, but unforutnately it prevents houdini finding the texture in the gui too. on the other side it is very cool, because you can set the variable before You start the mantra process to be sure to have the right pass. so is the a way to generate ifd wiht $HIP keeping intact, but still have the pathes correct in houdini. a checkbox in the render node would be soo cool.
martin
Technical Discussion » start mantra with pythons subprocess.Popen()
- sanostol
- 575 posts
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Technical Discussion » start mantra with pythons subprocess.Popen()
- sanostol
- 575 posts
- Offline
i want to write a little tool to render ifd sequences with mantra, controled by a python programm.
the code might look like this:
app = r“C:\…..\Houdini 9.1.165\bin\mantra.exe”
ifdpath = r“X:\…\ifd\render.1.ifd”
verbosity = “ -V 4”
mantra = subprocess.Popen(app + verbosity + “ < ” + ifdpath)
mantra starts but it does not read the file, it seems the the < does prevent a correct executing.
martin
the code might look like this:
app = r“C:\…..\Houdini 9.1.165\bin\mantra.exe”
ifdpath = r“X:\…\ifd\render.1.ifd”
verbosity = “ -V 4”
mantra = subprocess.Popen(app + verbosity + “ < ” + ifdpath)
mantra starts but it does not read the file, it seems the the < does prevent a correct executing.
martin
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