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Technical Discussion » Houdini BUG!!!
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Technical Discussion » P[w]
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Technical Discussion » P[w]
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Technical Discussion » Compositing 3D elements with real footage
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yes, you would probably want to do a separate take for this.
in one take, you would have your constant material environment which would be reflected in or cast shadows onto your 3d elements. You would likely have your environment render as phantom (an option on your objects).
in a second take, you would want your environment to have a shadow matte material applied, and tell your 3d elements to render as phantoms. This will give you a shadow pass that you can easily tweak in comp (a black color, with an alpha channel wherever your shadows are).
in one take, you would have your constant material environment which would be reflected in or cast shadows onto your 3d elements. You would likely have your environment render as phantom (an option on your objects).
in a second take, you would want your environment to have a shadow matte material applied, and tell your 3d elements to render as phantoms. This will give you a shadow pass that you can easily tweak in comp (a black color, with an alpha channel wherever your shadows are).
Technical Discussion » HDR workflow
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Normally you can drive shaders directly from a copnet using…
opimg/img1/desired_node
… but this doesn't appear to be the case for the environment map option for lights so I think you're stuck with rendering out whatever result you get in your copnet to a texture file before rendering your scene.
As for which nodes work best for exposure, have you tried playing with the bright cop? Playing with that, and the gamma cop seem to allow me to get almost any result I want.
opimg/img1/desired_node
… but this doesn't appear to be the case for the environment map option for lights so I think you're stuck with rendering out whatever result you get in your copnet to a texture file before rendering your scene.
As for which nodes work best for exposure, have you tried playing with the bright cop? Playing with that, and the gamma cop seem to allow me to get almost any result I want.
Technical Discussion » Houdini 64 Bit
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Yup. I've got 6gb at home, and 8 here at work.
I was under the impression that 4 is the minimum you would want on a 64bit machine.
I was under the impression that 4 is the minimum you would want on a 64bit machine.
Technical Discussion » *moderated*
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Houdini Lounge » Autodesk Acquires Side FX! (just joking...)
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josh3light
I've used both houdini and xsi for several years now, and recently worked on a few projects using ICE. It actually has some really good points that I haven't seen easily able to do with Houdini out of the box. Of course there are many more areas where Houdini is much more flexible… especially in the procedural geometry creation areas. But ICE is really really fast… (to work with, process, and iterate)
I'd be interested (in private message perhaps) to learn what specifically ICE does out of the box that you were not able to do with Houdini out of the box.
Houdini Indie and Apprentice » Houdini 9.5 - First Particle System Test (Video)
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Houdini Indie and Apprentice » Object does not appear in render
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Instancing is really a whole subject on it's own… it can be useful for rendering copies of huge geometry efficiently. The benefits won't be particularly noticeable on simple geometry.
http://www.a3d.co.uk/images/delayed.htm [a3d.co.uk] is a cool read
When instancing a cube, you might not see a huge improvement when instancing over simply rendering it but the improvement will become more obvious as the complexity of the geometry increases to say that of a character or a vehicle. With Delayed Loads, the IFD (which is part of the rendering process) generation will be fast, the IFD will be smaller, and so network bandwidth is less.
Improvements happen because Mantra:
a) only needs to load the model from disk/IFD once
b) can ray-trace it without using additional memory per instance since the geometry may be shared between instances
c) is able to, in the case of micropolygon renders, share the base (prediced) geometry
d) not need to load the geometry if it is occluded or offscreen
http://www.a3d.co.uk/images/delayed.htm [a3d.co.uk] is a cool read
When instancing a cube, you might not see a huge improvement when instancing over simply rendering it but the improvement will become more obvious as the complexity of the geometry increases to say that of a character or a vehicle. With Delayed Loads, the IFD (which is part of the rendering process) generation will be fast, the IFD will be smaller, and so network bandwidth is less.
Improvements happen because Mantra:
a) only needs to load the model from disk/IFD once
b) can ray-trace it without using additional memory per instance since the geometry may be shared between instances
c) is able to, in the case of micropolygon renders, share the base (prediced) geometry
d) not need to load the geometry if it is occluded or offscreen
Houdini Indie and Apprentice » Object does not appear in render
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You somehow added the point instancing parameter onto your object and turned it on. If you turn this off, it will render as expected.
Edited by - Oct. 27, 2008 09:28:38
Houdini Lounge » .hip files now available for Introduction to Fluid Dynamics
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Sorry, there was a little bit of a hiccup while trying to add the torrent link yesterday and in the process we had accidentally removed the torrent for the videos. Everything should be working fine now.
Houdini Lounge » .hip files now available for Introduction to Fluid Dynamics
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Due to popular demand, all of the hip files that were demoed in the “Introduction to Fluid Dynamics in Houdini” video tutorial series from Side Effects Software Inc. are now available for download through bit torrent. The majority of nodes have been commented, and there have also been some small modifications to the files to represent updated work-flows that were not possible at the original date that the files were created. Of particular note is file 13. The Dough Cutter, which now has a set-up for wedging.
http://www.sidefx.com/index.php?option=com_content&task=view&id=1301&Itemid=132 [sidefx.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=1301&Itemid=132 [sidefx.com]
Houdini Lounge » Changing houdini ui color
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Technical Discussion » Nth Dimension
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Houdini Indie and Apprentice » Wedge ROP
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There were a couple of hiccups in your file.
First, in your post frame script, an “s” somehow got snuck into your script just before the -m
Second, Houdini doesn't cooperate particularly well when you have spaces in your paths. In this case you have …/Houdini II/The Wedge Rop/…
If you rename your various folders to use underscores instead of spaces (or simply no spaces) you should no longer have any problems.
First, in your post frame script, an “s” somehow got snuck into your script just before the -m
Second, Houdini doesn't cooperate particularly well when you have spaces in your paths. In this case you have …/Houdini II/The Wedge Rop/…
If you rename your various folders to use underscores instead of spaces (or simply no spaces) you should no longer have any problems.
Houdini Indie and Apprentice » from Maya to Houdini
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You should be able to just export the model as an .obj file and Houdini will import it.
Whatever the names of your various nodes in the Maya Outliner are, Houdini should recognize as groups.
Whatever the names of your various nodes in the Maya Outliner are, Houdini should recognize as groups.
Technical Discussion » problem with tutorial "Transferring Color with Dynamics
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if you MMB on /obj/colour_out/objectmerge1 you'll see that a Primitive Cd. /obj/AutoDopNetwork:fluid/surface/Visualization contains not only geometry, but because it's Visualization, it also contains that Color attribute that was chosen in the DOP context.
You can place an attribute sop down after the object merge, and navigate to the Primitive Attributes. If you tell it to delete Cd, you should now get renders as expected since Mantra will now be looking at the point attribute that is created by your vopnet instead of the primitive attribute from DOPs.
One thing I'll point out, is that it might have been better to have used the shelf in this example when creating the fluid, since it would have put down the dop import node instead of the object merge. This in turn would have imported the v data so that you can properly motion blur the liquid as it falls.
You can place an attribute sop down after the object merge, and navigate to the Primitive Attributes. If you tell it to delete Cd, you should now get renders as expected since Mantra will now be looking at the point attribute that is created by your vopnet instead of the primitive attribute from DOPs.
One thing I'll point out, is that it might have been better to have used the shelf in this example when creating the fluid, since it would have put down the dop import node instead of the object merge. This in turn would have imported the v data so that you can properly motion blur the liquid as it falls.
Technical Discussion » Fluids and Collisions
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I think you attached the wrong file… this appears to be a voxel fluid colliding with a sink.
Houdini Indie and Apprentice » Wedge ROP
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It looks like it's because you're using Apprentice.
With Apprentice, even if you name an image $WEDGE.$F3.pic, the actual image that gets saved will be $WEDGE.$F3.picnc
In the Post Frame Script, we are looking at `chs(“vm_picture”)` as the file path for where we will read, and write our image with the script. It looks like it's hiccuping because of the issue of `chs(“vm_picture”)` looking for .pic, while such an image doesn't actually get created.
If you change your Output Picture to $WEDGE.$F3.picnc the post frame script should run without a problem.
With Apprentice, even if you name an image $WEDGE.$F3.pic, the actual image that gets saved will be $WEDGE.$F3.picnc
In the Post Frame Script, we are looking at `chs(“vm_picture”)` as the file path for where we will read, and write our image with the script. It looks like it's hiccuping because of the issue of `chs(“vm_picture”)` looking for .pic, while such an image doesn't actually get created.
If you change your Output Picture to $WEDGE.$F3.picnc the post frame script should run without a problem.
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