jeffHi Jeff, there are any way to convert the voxel data in a 3dtxture to a bunch of sprites?
Yep. It is just a matter of where you create the data to test against: Geometry vs. voxel data.
Pick your poison.
Thanks
jeffHi Jeff, there are any way to convert the voxel data in a 3dtxture to a bunch of sprites?
Yep. It is just a matter of where you create the data to test against: Geometry vs. voxel data.
Pick your poison.
stevenongHi steven, after using your pal guide file i have seen that the safe regions that it defines are different compared to other programs like digital fusion, shake or avid xp, where you get the pal data?
Hi Pablo,
You have to define the safe area guide yourself. There is an option, Image Guide, in the Display Options under the Viewport tab. The parameter takes a text file & here's the help document:
hdox/houdini/content/base/comp_imageguide.xml
Also, I've attached an example.
However, I agree a built in solution will be nice. Maybe a button, SESI?
Cheers!
steven
jeffSo you advice to normally use micropolygons.
If you turn off micropolygon rendering, then I believe that primitive spheres are rendered as pure primitives and the cards are just 4 point quads I believe rendered as polygons as a procedural. Nothing gets diced up in to micropolygons and the render tends to use more memory. The look will also change.
As for rendering many opaque surfaces, well this will just take a long time to render. Firing rays through all those surfaces just takes a lot of time in rendering. In some cases if you are looping through lights at every surface hit, then it can get quite expensive time-wise. Sometimes it is faster to just raymarch through a volume than use sprites. Manipulating the Opacity Limit as mentioned before is the most obvious way to speed up your renders. May lead to a tich of flickering but probably is unnoticeable.
You can try turning off rendering with micropolygons under mantra render optionsSo micropolygons are not needed for rendering sphere primitives or sprites?