In order to be a true Houdini tool it should be “intelligent” enough to receive a group of edges or points (i.e. procedural selection, not manual) and do the exact same thing.
Otherwise, I´m sold. I agree that´s much more useful than what we have currently.
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Houdini Lounge » H15 - polyknit tool
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Technical Discussion » Viscous FLIP tendrils
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Does cranking up the Velocity Smoothing parameter (on the FLIP solver node) make your sim behave somewhat better for what you want?
Houdini Lounge » H14- why hiding phantom and where´s reflection quality?
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Work in Progress » Angel Destruction
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Technically, it´s nice.
From a shot perspective there´s a mistake on the selection of one of the shots. Namely the cut from second 8 to 9. The little change in perspective does not excuse for a complete cut to another camera. If you add a close shot between the two in a different angle it will work much better.
Rendering-wise, in the background there is a distracting soft flicker that might be coming from distance haze.
Lighting is ok, but not that dramatic.
There you go…a critique
From a shot perspective there´s a mistake on the selection of one of the shots. Namely the cut from second 8 to 9. The little change in perspective does not excuse for a complete cut to another camera. If you add a close shot between the two in a different angle it will work much better.
Rendering-wise, in the background there is a distracting soft flicker that might be coming from distance haze.
Lighting is ok, but not that dramatic.
There you go…a critique
Houdini Lounge » H14- why hiding phantom and where´s reflection quality?
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I didn´t. From the new Mantra documentation I infer that the suggested workflow now for “pursuing noise” is to use each light´s sampling to reduce its grain and/or indirect ray samples, or even add sampling per-object, which makes sense but I´m not sure it is the most effective way time-wise.
One thing that I miss from that interesting guide is that the noise level parameter is mentioned all the time as an alternative parameter to reduce the grain, but at no point it is named as THE solution to go for. This means, you never know whether to tweak the noise level OR the samples (be it Light samples, or indirect samples).
It´s clear what it does, but it´s not clear how that parameter fits into the whole strategy beyond being an alternative for the whole image.
One thing that I miss from that interesting guide is that the noise level parameter is mentioned all the time as an alternative parameter to reduce the grain, but at no point it is named as THE solution to go for. This means, you never know whether to tweak the noise level OR the samples (be it Light samples, or indirect samples).
It´s clear what it does, but it´s not clear how that parameter fits into the whole strategy beyond being an alternative for the whole image.
Houdini Lounge » H14- why hiding phantom and where´s reflection quality?
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Enable Indirect samples is on the sampling tab of the Mantra node, IN H14, of course. It´s a new parameter.
Houdini Lounge » H14- why hiding phantom and where´s reflection quality?
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Yes, but that´s for the whole indirect components, not just for reflections which is what I´m after.
Houdini Lounge » Problem rendering ocean surface
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Houdini Lounge » H14- why hiding phantom and where´s reflection quality?
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nobody knows about the reflection quality parameter? what´s your first way of cleaning noise coming just from reflections then?
I mean, I understand I can use sampling, but a reflection-oriented parameter sounds important to me.
I mean, I understand I can use sampling, but a reflection-oriented parameter sounds important to me.
Houdini Learning Materials » how to learn VEX
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I concur. Unless you´ve had previous exposition to programming languages do NOT start with c++. It will only discourage you.
Python is a much better introduction language and after that learning vex will only be a matter of checking the syntax and examples.
Python is a much better introduction language and after that learning vex will only be a matter of checking the syntax and examples.
Houdini Lounge » H14- why hiding phantom and where´s reflection quality?
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Houdini Lounge » H14- why hiding phantom and where´s reflection quality?
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Hi,
I just noticed a couple of remarkable absences from H14 that were indeed on H13:
- The Phantom shading check isn´t anymore at the Geometry node. Why was it hidden? Because everybody does it forcing from the Mantra ROP? I personally think it was pretty useful for those of us who like to use Takes for render passes. (obviously I can bring it back from Rendering Parameters…just wanted to know if there´s another reason for it to be hidden again)
- In H13 the Surface Model node had a nice “Reflection quality” parameter which was my first place to go in order to clean reflection grain…it´s not there anymore. What´s the proper workflow now for cleaning reflections besides raising each light´s sampling?
Thanks world.
I just noticed a couple of remarkable absences from H14 that were indeed on H13:
- The Phantom shading check isn´t anymore at the Geometry node. Why was it hidden? Because everybody does it forcing from the Mantra ROP? I personally think it was pretty useful for those of us who like to use Takes for render passes. (obviously I can bring it back from Rendering Parameters…just wanted to know if there´s another reason for it to be hidden again)
- In H13 the Surface Model node had a nice “Reflection quality” parameter which was my first place to go in order to clean reflection grain…it´s not there anymore. What´s the proper workflow now for cleaning reflections besides raising each light´s sampling?
Thanks world.
Technical Discussion » Voronoi Fracture Geo Replacement
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I think this kind of solutions should be more prominently mentioned. I know this node skipped under my radar for almost a year
Houdini Lounge » Arnold for Houdini is now available for download
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As for schools, we simply go with the Educational License, which does allow for third party renderers.
At FX Animation we already have our server Arnold licenses running on Houdini.
I do agree some kind of watermarked Apprentice wouldn´t hurt that much.
At FX Animation we already have our server Arnold licenses running on Houdini.
I do agree some kind of watermarked Apprentice wouldn´t hurt that much.
Houdini Lounge » GT555M Nvidia card..anyone having problems on 344.11 driver?
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what the title says.
I recenly updated my drivers to be able to properly test new Houdini versions and since I did it I´m having display problems.
Objects appear on wireframe view, but I can´t see them on solid views…
It tends to happen more when I open cached geometry than when I´m creating it myself…
anybody else got this?
I understand it´s not one of the recommended cards, but it workd perfectly before…
I recenly updated my drivers to be able to properly test new Houdini versions and since I did it I´m having display problems.
Objects appear on wireframe view, but I can´t see them on solid views…
It tends to happen more when I open cached geometry than when I´m creating it myself…
anybody else got this?
I understand it´s not one of the recommended cards, but it workd perfectly before…
Houdini Lounge » Thomson "Simon the Ogre"
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The presentation was brilliant
I didn´t expect to receive so much info about preproduction and production planning and how CGI can also help there.
I didn´t expect to receive so much info about preproduction and production planning and how CGI can also help there.
Work in Progress » How make Oil's Drop on the Water !
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Very nice approach, indeed. The divergence part, specially.
Are you taking a big hit on performance because of the For Each acting at sim time? In my head it sounds kinda slow for a lot of particles….
Are you taking a big hit on performance because of the For Each acting at sim time? In my head it sounds kinda slow for a lot of particles….
SI Users » Flip Fluid - Best way to smooth the sim and mesh?
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oh, absolutely. I´m at work but when I get home I will look for this files. I will surely need an FTP if I am to upload a cache.
By the way, I didn´t know you guys had a “Support of flickering surface flip sims” department. How convenient j/k
Can you submit this case in to Support of flickering surfaced flip sims?
By the way, I didn´t know you guys had a “Support of flickering surface flip sims” department. How convenient j/k
SI Users » Flip Fluid - Best way to smooth the sim and mesh?
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I agree VDB gives a lot of flexibility. For some reason, though, I get more flickering meshes than with the Particle Fluid Surface SOP, even after using a VDB Smooth…
…or I have to force smoothing and radius so much than I lose a lot of detail.
…or I have to force smoothing and radius so much than I lose a lot of detail.
Houdini Lounge » adaptive tearing
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Even though I can´t backup my guessings with actual data, 88s per frame on such simple examples might mean something along the lines of half an hour or more per frame in a real production situation.
Meaning about 200 hours per sim…which sounds unreasonable for most cases.
Then again…we´re just guesstimating.And I´m sure this tech will be optimized sooner or later.
Meaning about 200 hours per sim…which sounds unreasonable for most cases.
Then again…we´re just guesstimating.And I´m sure this tech will be optimized sooner or later.
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