The main purpose of the uniform volume is to render a volume quickly, without ray marching. To do this, it assumes that the volume has a uniform density. If you want the density to vary throughout the volume, you'll need to use a traditional, voxel-based volume.
Regards,
–Ian
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Technical Discussion » Has anyone gotten vm_volumeuniform to work?
- ikerr
- 168 posts
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Houdini Indie and Apprentice » Shader view not working after upgrade to H11.
- ikerr
- 168 posts
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If you'd like to tumble using IPR you can do the following:
1) Create a floating Render Viewer or split your viewport in half and make one of the halves a Render Viewer and the other a Scene Viewer.
2) Select a Scene View camera in the Render Viewer's camera menu. This will keep the two camera's in sync.
3) Start a render in the Render Viewer.
4) Rotate your sphere in the Scene Viewer and watch IPR update simultaneously in the Render Viewer. If your scene is quite simple, try lowering the Update Time and Delay Time in the Render Viewer for a more interactive experience.
–Ian
1) Create a floating Render Viewer or split your viewport in half and make one of the halves a Render Viewer and the other a Scene Viewer.
2) Select a Scene View camera in the Render Viewer's camera menu. This will keep the two camera's in sync.
3) Start a render in the Render Viewer.
4) Rotate your sphere in the Scene Viewer and watch IPR update simultaneously in the Render Viewer. If your scene is quite simple, try lowering the Update Time and Delay Time in the Render Viewer for a more interactive experience.
–Ian
Houdini Indie and Apprentice » pcloud load-on-demand
- ikerr
- 168 posts
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Greetings,
pcopenlod() creates a “level-of-detail” (LOD) based point cloud. What this means is that some of the point values returned by a query may be average values of entire groups of points. The advantage of this approach is speed: fewer points are returned by the query, so you can pciterate() over them more quickly. Furthermore, these “average” values are computed once and cached, so look-ups are quick.
To answer your question, pcopenlod() does not offer memory savings; in fact, opening a point cloud with pcopenlod() requires more memory than with pcopen() because the entire point cloud is stored in memory along with averaged point values. What it does give you are fast queries when you are interested in retrieving values from many points.
–Ian
pcopenlod() creates a “level-of-detail” (LOD) based point cloud. What this means is that some of the point values returned by a query may be average values of entire groups of points. The advantage of this approach is speed: fewer points are returned by the query, so you can pciterate() over them more quickly. Furthermore, these “average” values are computed once and cached, so look-ups are quick.
To answer your question, pcopenlod() does not offer memory savings; in fact, opening a point cloud with pcopenlod() requires more memory than with pcopen() because the entire point cloud is stored in memory along with averaged point values. What it does give you are fast queries when you are interested in retrieving values from many points.
–Ian
Technical Discussion » H11 Micropoligon rendering
- ikerr
- 168 posts
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The Render Viewer will automatically switch the rendering engine on the ROP from micropolygon to raytracing when its “Preview” toggle is enabled. This is because preview rendering is only supported by the raytracer. Mplay will not do this conversion since it does not render in preview mode. Thus, one of your renders is being raytraced while the other is being rendered with micropolygons, and the micropolygon render is producing more noise. Likely you will need to increase the sampling quality on your lights when rendering with micropolygons, or switch the renderer on your ROP from micropolygon to raytracing.
Technical Discussion » Has anyone gotten vm_volumeuniform to work?
- ikerr
- 168 posts
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You might say I've got some inside knowledge There will be a note in the docs for the next build.
Thanks,
–Ian
Thanks,
–Ian
Technical Discussion » Has anyone gotten vm_volumeuniform to work?
- ikerr
- 168 posts
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Try rendering using ray-tracing or enabling the “Raytrace Shading” option on the sphere's Render > Shading tab. Uniform volumes only work with ray-tracing and PBR, not micropolygon rendering. I was using IPR, which automatically enables ray-tracing when the ROP is set to Micropolygon mode, so I forgot to check off this flag on the sphere.
Cheers,
–Ian
Cheers,
–Ian
Technical Discussion » Has anyone gotten vm_volumeuniform to work?
- ikerr
- 168 posts
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Hello,
Try using the “Volume Cloud” shader. I've attached an example file showing how. Use vm_volumedensity to control the density.
–Ian
Try using the “Volume Cloud” shader. I've attached an example file showing how. Use vm_volumedensity to control the density.
–Ian
Technical Discussion » Houdini 11, When?
- ikerr
- 168 posts
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Greetings,
Thanks for trying out the Render Region. Could you please submit a bug (instructions at http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=15702) [sidefx.com] outlining the steps needed to reproduce the problem. Also, attaching your hip file would be very helpful. By doing so you'll help us fix the problem more quickly. Thank-you!
–Ian
Thanks for trying out the Render Region. Could you please submit a bug (instructions at http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=15702) [sidefx.com] outlining the steps needed to reproduce the problem. Also, attaching your hip file would be very helpful. By doing so you'll help us fix the problem more quickly. Thank-you!
–Ian
Houdini Indie and Apprentice » Houdini 11 vs 10, Materials Tab, Shop, Render ?
- ikerr
- 168 posts
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Greetings,
In Houdini 11, the SHOP tab menu has been revamped and many legacy SHOPs have been removed (see “ophide” in the docs). Houdini 11 also supports an active renderer list that Houdini uses to show you information relevant to the renderers you have chosen. You can edit this list by selecting Edit > Preferences > Rendering. By default, RenderMan and MentalRay are disabled, so all SHOPs specific to those renderers are hidden.
–Ian
In Houdini 11, the SHOP tab menu has been revamped and many legacy SHOPs have been removed (see “ophide” in the docs). Houdini 11 also supports an active renderer list that Houdini uses to show you information relevant to the renderers you have chosen. You can edit this list by selecting Edit > Preferences > Rendering. By default, RenderMan and MentalRay are disabled, so all SHOPs specific to those renderers are hidden.
–Ian
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