Hi,
When I do testrenderings, the sky is always black. Later I want to replace the sky in my scene with a compositing software like afx. For this reason I would like to have the background in a uniform blue or green. Unfortunatly I haven't found a place in the mantra settings or somewhere else, where I can select the standard background color. Can somebody point me to the right direction?
It is explained in the book ‘magic of houdini’ how to display the rendertime for an image in the console in Houdini 8. Unfortunatly I can't do it this way in 9.1. So how can I control(view) the rendertimes for one single picture or a sequence in 9.1?
greetings,
- Frankie
PS I am new to houdini and I do my first project. With the help of ‘magic of houdini’ and several video tutorials I solved a lot of problems until now. But some questions are left, where I cant find the answer at the moment.
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Houdini Indie and Apprentice » Rendering background col and time
- blindcat
- 28 posts
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Houdini Indie and Apprentice » Rendering lot of gras
- blindcat
- 28 posts
- Offline
Hi,
I am not sure if I should ask here or in the Fur Tutorial thread.
While I make progress with modelling my scene, I think I have to take rendertime into account. During some simple tests, I created a scene that has fur for gras, and I had really long rendertimes. My scene has 744 Frames in the animation. When one image e.g. takes 4 hours for the final rendering, it would take 120 days to do the complete rendering. I work uncommercial, but that is even too much for uncommercial needs. And there are 4 more scenes I have to do for my little movie. So I need to think forward when modeling, shading and lighting for the rendertime in the end. The basic geometry seems to be okay, but there is an issue in this first scene, that is complicated.
I have ground grind of around 400x400 meters (different units, but meters are importent here just to know the dimensions). That should be covered with gras. The camera will fly over that gras very close. So just using a texture seems not to be the best. I tried it with fur, what seems to look good, but because of the large area, I would need so many strands that I am afraid regarding the render time. The same with polys that are scattered over the surface. At last I think of displacement shading, but haven't tried that yet.
Additional facts All scenes will be composed with (video)filmed material, so they should be rendered near fotorealistic for a good match. I think of AO, GI and PBR. But I have to keep rendertime low … -)
Has someone an idea how to set up the gras and the scene for this purposes?
greetings,
- Frankie
PS I am new to houdini and I do my first project. With the help of ‘magic of houdini’ and several video tutorials I solved a lot of problems until now. But some questions are left, where I cant find the answer at the moment.
I am not sure if I should ask here or in the Fur Tutorial thread.
While I make progress with modelling my scene, I think I have to take rendertime into account. During some simple tests, I created a scene that has fur for gras, and I had really long rendertimes. My scene has 744 Frames in the animation. When one image e.g. takes 4 hours for the final rendering, it would take 120 days to do the complete rendering. I work uncommercial, but that is even too much for uncommercial needs. And there are 4 more scenes I have to do for my little movie. So I need to think forward when modeling, shading and lighting for the rendertime in the end. The basic geometry seems to be okay, but there is an issue in this first scene, that is complicated.
I have ground grind of around 400x400 meters (different units, but meters are importent here just to know the dimensions). That should be covered with gras. The camera will fly over that gras very close. So just using a texture seems not to be the best. I tried it with fur, what seems to look good, but because of the large area, I would need so many strands that I am afraid regarding the render time. The same with polys that are scattered over the surface. At last I think of displacement shading, but haven't tried that yet.
Additional facts All scenes will be composed with (video)filmed material, so they should be rendered near fotorealistic for a good match. I think of AO, GI and PBR. But I have to keep rendertime low … -)
Has someone an idea how to set up the gras and the scene for this purposes?
greetings,
- Frankie
PS I am new to houdini and I do my first project. With the help of ‘magic of houdini’ and several video tutorials I solved a lot of problems until now. But some questions are left, where I cant find the answer at the moment.
Houdini Indie and Apprentice » Im- and Export of Models
- blindcat
- 28 posts
- Offline
Thanks a lot for your answer jeff!
That helps a lot to plan my ongoing work.
And thanks for the advice regarding the trees and the layerrendering. I will try that out.
- Frankie
That helps a lot to plan my ongoing work.
And thanks for the advice regarding the trees and the layerrendering. I will try that out.
- Frankie
Houdini Indie and Apprentice » Im- and Export of Models
- blindcat
- 28 posts
- Offline
Hi there,
I am a new user. But until now I am very convinced of Houdini.
I have a little Project now, and I am not sure how to manage it in an effective way.
First, lets say what I want. I have a camera movement through a more or less static scene. There is a house in a landscape, and the camera is coming from around 400 meters in the far to a closeup of a sign at the house. The grid, that makes the landscape should look like gras (a different problem for me, but I dont want to talk about that here(I tried the fur help and tuts and different other approaches)). On the landscape there should be some trees. In the Background there should be a billboard with some faked tree-textures. Maybe there should be two or more other Houses and a car that is standing somewhere in the scene.
What I did until now I have the grid for the landscape, and it is edited to have some hills etc. I have the billboard object in the background. I have a placeholder for the house. The camera movement animation is finalized and works.
+ I did starting to model the main-house in a different hipnc file.
This is what I think to be the way to create that scene. Having the landscape and everything in the scene file, and modell all the Houses, trees, cars etc. in there own files.
At this time, with working on the main-house, I added a ROP to the house file and saved out the geometry of the house to a .bgeo file. In my scene file I added a file node and loaded the bgeo of the house, and I replaced the placeholder-box with this geometry.
At this point I am not shure if this is the best, the effective approach to the workflow. I think of building a library of models to reuse in this current, and in any future scene. In my naive mind, I would like to open a hipnc file for import, select a node there, and import it to another scene with all subnodes it has. If the hipnc file was changed, opening a ‘scene file’ will do the import again and has automatically all changes from the hipnc(model) file updated.
That's something I think about my mainhouse model. If it comes to trees, I would like to use the lsystem deciduous demo file as a basic tree (because at this moment its impossible to learn as much on lsystems for me, to get such a result on my own) … then I would like to put some of that trees to my scene (on scattered points e.g.) but change slightly some of the lsystem parameters with stamping. I think that can't be done by a ROP gemoetry export. So maybe I could think of making a digital asset out of the tree, that will give me one to five parameters for changing the look of it.
At that point I only know these two ways to share models from single files to scenes in other files (geo export and DA). What do you think is the most effective way, the fastest way (when it comes to rendering a sequence) , the best way … or are there other, better ways????
I hope you understand my problem. How to share geometry (and maybe shading) from one ‘library file’ for reuse in different ‘scene files’ in the best way?
regards
Frankie
I am a new user. But until now I am very convinced of Houdini.
I have a little Project now, and I am not sure how to manage it in an effective way.
First, lets say what I want. I have a camera movement through a more or less static scene. There is a house in a landscape, and the camera is coming from around 400 meters in the far to a closeup of a sign at the house. The grid, that makes the landscape should look like gras (a different problem for me, but I dont want to talk about that here(I tried the fur help and tuts and different other approaches)). On the landscape there should be some trees. In the Background there should be a billboard with some faked tree-textures. Maybe there should be two or more other Houses and a car that is standing somewhere in the scene.
What I did until now I have the grid for the landscape, and it is edited to have some hills etc. I have the billboard object in the background. I have a placeholder for the house. The camera movement animation is finalized and works.
+ I did starting to model the main-house in a different hipnc file.
This is what I think to be the way to create that scene. Having the landscape and everything in the scene file, and modell all the Houses, trees, cars etc. in there own files.
At this time, with working on the main-house, I added a ROP to the house file and saved out the geometry of the house to a .bgeo file. In my scene file I added a file node and loaded the bgeo of the house, and I replaced the placeholder-box with this geometry.
At this point I am not shure if this is the best, the effective approach to the workflow. I think of building a library of models to reuse in this current, and in any future scene. In my naive mind, I would like to open a hipnc file for import, select a node there, and import it to another scene with all subnodes it has. If the hipnc file was changed, opening a ‘scene file’ will do the import again and has automatically all changes from the hipnc(model) file updated.
That's something I think about my mainhouse model. If it comes to trees, I would like to use the lsystem deciduous demo file as a basic tree (because at this moment its impossible to learn as much on lsystems for me, to get such a result on my own) … then I would like to put some of that trees to my scene (on scattered points e.g.) but change slightly some of the lsystem parameters with stamping. I think that can't be done by a ROP gemoetry export. So maybe I could think of making a digital asset out of the tree, that will give me one to five parameters for changing the look of it.
At that point I only know these two ways to share models from single files to scenes in other files (geo export and DA). What do you think is the most effective way, the fastest way (when it comes to rendering a sequence) , the best way … or are there other, better ways????
I hope you understand my problem. How to share geometry (and maybe shading) from one ‘library file’ for reuse in different ‘scene files’ in the best way?
regards
Frankie
Houdini Lounge » Is 9.1 for HD users?
- blindcat
- 28 posts
- Offline
Houdini Lounge » Is 9.1 for HD users?
- blindcat
- 28 posts
- Offline
Hi, before I install, I want to ask if the 9.1 version is also for houdini apprentice HD users?
The 9.0 license server said the license will last until 2037 or somewhat like that, but as I heard, the licence server for 9.1 will say it will only last until the end of february 2008 ?
thanks in advance,
frank
The 9.0 license server said the license will last until 2037 or somewhat like that, but as I heard, the licence server for 9.1 will say it will only last until the end of february 2008 ?
thanks in advance,
frank
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