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Technical Discussion » Houdini 18 Crashes with Karma
- gregjenings
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Can I Pause the render while I perform material adjustments, The moment I change something it automatically resumes render even if I paused it.
Technical Discussion » Houdini 18 Crashes with Karma
- gregjenings
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Houdini Indie and Apprentice » Karma rendering with Fur crashes
- gregjenings
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Houdini Indie and Apprentice » Karma rendering with Fur crashes
- gregjenings
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I am trying to render Fur using Karma but Houdini crashes every time,I don't understand what I am doing wrong, I have enclosed scene file for your consideration
Technical Discussion » Houdini 18 Crashes with Karma
- gregjenings
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I am trying to render Fur using Karma but Houdini crashes every time,I don't understand what I am doing wrong, I have enclosed scene file for your consideration
Edited by gregjenings - Nov. 28, 2019 23:33:44
3rd Party » Arnold GPU not taking texture info
- gregjenings
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I am rendering Fur with Arnold CPU everything works fine but rendering through GPU it doesn't consider texture maps and gives only fur colour. I am using RTX 2070 with Ryzen 3700x with Arnold Version 4.4.1. Here is screen grab for your understanding.
Edited by gregjenings - Nov. 28, 2019 04:22:38
Technical Discussion » multiple shaders on a single object
- gregjenings
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need to distribute multiple shaders on a single object without using groups as I want a smooth transition from one material to another. In this master class (https://www.youtube.com/watch?v=_JQ673B6Y70) at around 32.49 they have achieved something like that using material ID attribute but I have no idea how I can get the desired result. Being a beginner I highly appreciate if someone could help me out and generate a reference file for my better understanding.
Houdini Learning Materials » multiple shader distribution on one Object
- gregjenings
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I need to distribute multiple shaders on a single object without using groups as I want a smooth transition from one material to another. In this master class (https://www.youtube.com/watch?v=_JQ673B6Y70) at around 32.49 they have achieved something like that using material ID attribute but I have no idea how I can get the desired result. Being a beginner I highly appreciate if someone could help me out and generate a reference file for my better understanding.
Work in Progress » Meerkat
- gregjenings
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Nice work, I don't know the solution to your issue but I have an issue of my own since you have almost completed your groom I am sure you can answer the problem I am facing. I tried mirroring guides and it works fine but on fur generation, I am getting a split line between original and mirror fur so I would highly appreciate if you can pinpoint what I might be doing wrong or what should be the process for mirroring correctly, Maybe what method you have used for your groom.
Houdini Lounge » Fur Maps
- gregjenings
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I still didn't get that,I know it sounds stupid but I didn't get that.
Also I found another link may be you can put some light on it.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=17491&sid=a70486e1195c6cec2d28ae7c7c25f200 [sidefx.com]
Also I found another link may be you can put some light on it.
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=17491&sid=a70486e1195c6cec2d28ae7c7c25f200 [sidefx.com]
Houdini Lounge » Fur Maps
- gregjenings
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In your file I have just changed the camera position and when I render it through mantra I receive black render. Please have a look at the attached file
Houdini Lounge » Fur Maps
- gregjenings
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HI Rob,
I tried your method but unfortunately it is camera dependent and when I change my camera the result comes out different also I don't know How I can achieve output for a cg character by this method.
Also lighting in the scene affects the final render.Am I missing something here or do I need to work in a different way.
I tried your method but unfortunately it is camera dependent and when I change my camera the result comes out different also I don't know How I can achieve output for a cg character by this method.
Also lighting in the scene affects the final render.Am I missing something here or do I need to work in a different way.
Houdini Lounge » Fur Maps
- gregjenings
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Also If my UV's are not in 0-1 then how can I generate the maps through the method you have suggested.
Houdini Lounge » Fur Maps
- gregjenings
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Thanks Rob for the file .
I tried the same technique but this time for Fur but unfortunately it didn't worked for me.I am pretty sure I am missing something but don't know what.Could you please look in to the file and let me know (I have enclosed the file)
I tried the same technique but this time for Fur but unfortunately it didn't worked for me.I am pretty sure I am missing something but don't know what.Could you please look in to the file and let me know (I have enclosed the file)
Houdini Lounge » Fur Maps
- gregjenings
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Thank you Rob,
Could you explain bit more about the rendering part ,I am new to Houdini so I don't know how should I connect Paint sop with Mantra to render out specific maps.
Thanks again
Could you explain bit more about the rendering part ,I am new to Houdini so I don't know how should I connect Paint sop with Mantra to render out specific maps.
Thanks again
Houdini Lounge » Fur Maps
- gregjenings
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I think there is some of of misunderstanding here.
I want to extract the map for fur length, direction etc, e.g. if i have painted my fur direction in Houdini itself ,I want to extract that map from Houdini so that I can tweak it in third party software.
I want to extract the map for fur length, direction etc, e.g. if i have painted my fur direction in Houdini itself ,I want to extract that map from Houdini so that I can tweak it in third party software.
Houdini Lounge » Fur Maps
- gregjenings
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Hi ,
Can anyone suggest me how I can get the painted maps for Fur.I want those maps so that I can make necessary changes for those maps in photoshop.
Can anyone suggest me how I can get the painted maps for Fur.I want those maps so that I can make necessary changes for those maps in photoshop.
Houdini Lounge » Fire with Volcano preset
- gregjenings
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Thanks Jeff,I have studied your files and it helps a lot to understand how advection works with temperature.
Now after that I have tried applying “Flame” shader to my sim and again I find myself bit confused with options available.
Most confusing I find was in “smoke Tab” which are Float and Color
to my dismay when I select Float option I found my smoke color changes from dark to slightly light.
but on the contrary when I use color ramp nothing will change.I don't know how I could use these options and how they would help me in the final rendered look of my render.
I also tried to find out any description which is available on the help menu but applying changes to these options nothing significant appears in the render specially in the case of color
Now after that I have tried applying “Flame” shader to my sim and again I find myself bit confused with options available.
Most confusing I find was in “smoke Tab” which are Float and Color
to my dismay when I select Float option I found my smoke color changes from dark to slightly light.
but on the contrary when I use color ramp nothing will change.I don't know how I could use these options and how they would help me in the final rendered look of my render.
I also tried to find out any description which is available on the help menu but applying changes to these options nothing significant appears in the render specially in the case of color
Houdini Lounge » Lighting set for Pyro
- gregjenings
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Hi Guys ,I was wondering is there any preset for lighting for Pyro.
or
What sort of lighting I should use, Should I use environment lights.
What shadows mode is preferred raytraced or depthmaps.
What rendering method should I use PBR or other.
I am confused as even after increasing antiailsing my renders are blurry and are not clean.
or
What sort of lighting I should use, Should I use environment lights.
What shadows mode is preferred raytraced or depthmaps.
What rendering method should I use PBR or other.
I am confused as even after increasing antiailsing my renders are blurry and are not clean.
Houdini Lounge » Fire with Volcano preset
- gregjenings
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Thanks Jeff,
If you look, reference it seems the smoke cluster or cloud are moving faster but they are bigger in form.
As my version was lacking details I tried to increase disturbance values a bit though I get the details but I still miss that huge smoke cloud effect and sim also appears bit slow.
Initial big cloud is also missing in my version,which usually appears in all OIL fires
Here, I also did make my source object a bit bigger to get bigger clouds didn't know whether it is smart practice or not (Please check the file enclosed)
I would also like to know does this Big cloud has to do something with the type of shader that I am applying ,because I have tried to render using the new pyro shader as well as the Billowy shader and my look get drastic changes in the rendering.
As I am very much new and I would like to apologize for my silly question but unfortunately I still didn't get which values in shader makes render look huge cloudy .
:shock:
If you look, reference it seems the smoke cluster or cloud are moving faster but they are bigger in form.
As my version was lacking details I tried to increase disturbance values a bit though I get the details but I still miss that huge smoke cloud effect and sim also appears bit slow.
Initial big cloud is also missing in my version,which usually appears in all OIL fires
Here, I also did make my source object a bit bigger to get bigger clouds didn't know whether it is smart practice or not (Please check the file enclosed)
I would also like to know does this Big cloud has to do something with the type of shader that I am applying ,because I have tried to render using the new pyro shader as well as the Billowy shader and my look get drastic changes in the rendering.
As I am very much new and I would like to apologize for my silly question but unfortunately I still didn't get which values in shader makes render look huge cloudy .
:shock:
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