As a Max user, I do miss this feature when trying to re-render specific bad frames from Houdini.
Take a look at this thread over at Odforce: http://forums.odforce.net/topic/16331-render-unconnected-frames-at-once/ [forums.odforce.net]
I ended up duplicating the Mantra nodes and set the frame range manually.
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Technical Discussion » Submitting several frame ranges at once to render?
- huey_yeng
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Technical Discussion » whitewater issue
- huey_yeng
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The funny thing is I did watch the H16 Ocean Masterclass video but my brain must have just *click default Ocean Flat Tank shelf tool* *click click more parameters* *click Whitewater shelf tool* and that's how I roll for my practice shots.
The VDB is part of the Whitewater shelf tool if you're referring to the above screenshot.
The VDB setup works together with Volume Rasterize Particles for rendering the whitewater and you'll find this in the Attrib Wrangle:
You can adjust the @pscale value to be smaller than 1 for more finer looking whitewater while the @v controls the amount of motion blur.
The VDB is part of the Whitewater shelf tool if you're referring to the above screenshot.
The VDB setup works together with Volume Rasterize Particles for rendering the whitewater and you'll find this in the Attrib Wrangle:
// Post-simulation tweaks @pscale *= 1; @v *= 1;
You can adjust the @pscale value to be smaller than 1 for more finer looking whitewater while the @v controls the amount of motion blur.
Edited by huey_yeng - March 10, 2018 11:38:59
Houdini Indie and Apprentice » Rendering Tranparent objects (mantra)
- huey_yeng
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You forgot to attached the free HDRI.
Back on topic, your test scene is very heavy to render on my PC and I never really go beyond 3 for any of the Limits.
The fake caustics seems to be one of the factor for the long render time. I'm sure others can chime in their experience with Mantra rendering as I'm still new to it.
Back on topic, your test scene is very heavy to render on my PC and I never really go beyond 3 for any of the Limits.
The fake caustics seems to be one of the factor for the long render time. I'm sure others can chime in their experience with Mantra rendering as I'm still new to it.
Houdini Indie and Apprentice » Pipe verbose output from mantra to a file on windows
- huey_yeng
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Don't mind sharing your CPU specs? I'm currently overclocking my 4770K at 4.2GHz from the default 3.5GHz which still runs fine (average 77 to 80C full load in tropical climate with no AC) but never hurt to know when I need to try downclocking as part of troubleshooting!
Technical Discussion » Simulate a cruise moving on the ocean
- huey_yeng
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Frankly I never done this before and I wonder what's causing your sim setup to create a very huge wake splash.
The only thing that I change was the setting above and the rest is default Ocean Flat Tank shelf tool with some tweak to the bounding box and particle separation for quick test sim.
I also model somewhat to scale proxy ship and animate it at roughly 1.1 unit per frame (on account of 20-24 knots?).
Still haven't check the file that Jeff created but appreciate your detailed post!
Technical Discussion » Simulate a cruise moving on the ocean
- huey_yeng
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Can't really remember where the settings is but you want to reduce the velocity from the ship collision.
Houdini Indie and Apprentice » White dots in render
- huey_yeng
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Are you using HDRI to light the scene? Try to tweak it by lowering down the brightest spot value a tiny bit at a time until the “fireflies/hot pixels” are gone.
Do check if the fireflies is NaN (Not a Number) or just really bright value. There are free tools out there for AE and Nuke that detects the problematic pixels and uses the surrounding pixels to fill it in.
Do check if the fireflies is NaN (Not a Number) or just really bright value. There are free tools out there for AE and Nuke that detects the problematic pixels and uses the surrounding pixels to fill it in.
Technical Discussion » whitewater issue
- huey_yeng
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Your scene file is rather heavy for my PC to handle so I decided to create a demo file with the default sim settings using the Ocean Flat Tank and Whitewater shelf tools.
I only change the size of the tank and left everything at default.
Impulse Count generate particles at every frame which can be useful in some scenario. Anyway do try out a basic scene to see if you can reproduce the whitewater issue.
I only change the size of the tank and left everything at default.
Impulse Count generate particles at every frame which can be useful in some scenario. Anyway do try out a basic scene to see if you can reproduce the whitewater issue.
Houdini Indie and Apprentice » Slow IFDs with Ocean Shader and Foam
- huey_yeng
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Have you cached out the spectra and foam particles to disk?
You only need to bake out a single frame spectra and remember to read that in while you'll need to adjust the ocean shader to read the cached foam as I think the default value is set to the nodes that generate the foams which are baked every frame.
Although from my experience when dealing with ocean, the displacement process can be longer than the rendering itself especially for test render!
You only need to bake out a single frame spectra and remember to read that in while you'll need to adjust the ocean shader to read the cached foam as I think the default value is set to the nodes that generate the foams which are baked every frame.
Although from my experience when dealing with ocean, the displacement process can be longer than the rendering itself especially for test render!
Edited by huey_yeng - Feb. 26, 2018 21:15:48
Houdini Indie and Apprentice » Pipe verbose output from mantra to a file on windows
- huey_yeng
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I'm not sure if you can use Python to read the verbose output and write it to a file but worth a try.
Technical Discussion » whitewater issue
- huey_yeng
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Maybe if you can share your file here with an equivalent proxy geometry for us to check the problem?
Funnily enough, I do encounter the clipping issue of white water in my early attempts but somehow the problem went away I redid it from scratch.
Out of curiosity, any reason for using Impulse Count instead of Const Birth Rate? Here's my settings that I use for a recent ocean splash shot for the spray emission only (I have a separate spray and foam/bubbles emission).
Funnily enough, I do encounter the clipping issue of white water in my early attempts but somehow the problem went away I redid it from scratch.
Out of curiosity, any reason for using Impulse Count instead of Const Birth Rate? Here's my settings that I use for a recent ocean splash shot for the spray emission only (I have a separate spray and foam/bubbles emission).
Houdini Indie and Apprentice » Noisy surface on settling fluid sim. How do you fix this?
- huey_yeng
- 69 posts
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I can't remember the exact settings but have you tried adjusting the Voxel Scale, Influence Scale and Droplet Scale in the Particle Fluid Surface node?
Try bumping up the Voxel Scale to 0.9 if you use the default 0.75 (if I'm not mistaken).
Worst case scenario which will change the overall appearance of the fluid especially when it pours, play around with both Influence Scale and Droplet Scale (remember to keep Droplet Scale to be smaller than Influence Scale!)
Try bumping up the Voxel Scale to 0.9 if you use the default 0.75 (if I'm not mistaken).
Worst case scenario which will change the overall appearance of the fluid especially when it pours, play around with both Influence Scale and Droplet Scale (remember to keep Droplet Scale to be smaller than Influence Scale!)
Edited by huey_yeng - Feb. 6, 2018 14:53:44
Houdini Indie and Apprentice » RENDER MASK
- huey_yeng
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You can generate Object ID pass based on their material. Tomas has a sample HIP file over at ODFORCE: http://forums.odforce.net/topic/16070-object-mask-passes/?tab=comments#comment-106311 [forums.odforce.net]
There are many ways to do it in Houdini (and I got spoiled with the MultiMatteElement pass in Vray which is very easy and quick to setup!) like:
There are many ways to do it in Houdini (and I got spoiled with the MultiMatteElement pass in Vray which is very easy and quick to setup!) like:
- Setting up geo node with object merge for the objects that you wanted to apply a constant shader.
- Create as many mantra nodes with their own unique force objects and force matte list.
- In special cases, factoring in if the object mask will be refracted/reflected and identifying which shader that requires the diffuse map/colour to be disabled for proper refracted/reflected mask render.
Houdini Indie and Apprentice » FLIP Water Cup Volume Loss & Collision
- huey_yeng
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I don't have Houdini in front of me but the usual culprit for FLIP not interacting with the collider is the voxel size of the object is not small (or it is big?) to generate the proper collision volume.
Tomas did an explanation on how to set it up in this post: https://www.sidefx.com/forum/topic/38721/?page=1#post-177249 [www.sidefx.com]
Tomas did an explanation on how to set it up in this post: https://www.sidefx.com/forum/topic/38721/?page=1#post-177249 [www.sidefx.com]
Houdini Indie and Apprentice » WHITE SPOTS in the ocean
- huey_yeng
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I think Geo Time Samples of 2 is slightly overkill unless you need a smoother rotational motion blur.
You might want to bump the Max Ray Samples to maybe 5 or 6 (preferably 9) and let Mantra use as many samples as possible as determined by the Noise threshold which the default 0.01 are overkill too if you're rendering image sequences unless the render resolution is lower than 720p.
Generally I'll like to use 0.02-0.03 for 720p or 0.05-0.06 for 1080p and denoise it in comp.
Attached is the settings that I used for a medium closeup ocean shot using the default shaders that are created with the Ocean shelf tool.
Ninja edit: Forgot to mentioned the reason I up the Min Ray Samples and Reflection Quality to 2 is to reduce the noise in the Reflection pass as bumping the Max Ray Samples to at least 8 helps to reduce the heavy flickering noise but massively increase the render time.
The average render time per frame at 720p for my shot is around 7 mins with heavy motion blur during a big splash averaging 15-20 mins on an i7 4770K @ 4.2GHz.
You might want to bump the Max Ray Samples to maybe 5 or 6 (preferably 9) and let Mantra use as many samples as possible as determined by the Noise threshold which the default 0.01 are overkill too if you're rendering image sequences unless the render resolution is lower than 720p.
Generally I'll like to use 0.02-0.03 for 720p or 0.05-0.06 for 1080p and denoise it in comp.
Attached is the settings that I used for a medium closeup ocean shot using the default shaders that are created with the Ocean shelf tool.
Ninja edit: Forgot to mentioned the reason I up the Min Ray Samples and Reflection Quality to 2 is to reduce the noise in the Reflection pass as bumping the Max Ray Samples to at least 8 helps to reduce the heavy flickering noise but massively increase the render time.
The average render time per frame at 720p for my shot is around 7 mins with heavy motion blur during a big splash averaging 15-20 mins on an i7 4770K @ 4.2GHz.
Edited by huey_yeng - Feb. 1, 2018 10:11:06
Houdini Indie and Apprentice » Mantra gets a bad rap!
- huey_yeng
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That's a very fast render!
I do have Octane Render for 3ds Max but I never found it to be practical for complex animation with utility AOVs for compositing purposes although my “ageing” graphic card are partly to be blame (GTX 780 3GB VRAM).
Do keep us updated especially the displacement renders!
I do have Octane Render for 3ds Max but I never found it to be practical for complex animation with utility AOVs for compositing purposes although my “ageing” graphic card are partly to be blame (GTX 780 3GB VRAM).
Do keep us updated especially the displacement renders!
Houdini Indie and Apprentice » WHITE SPOTS in the ocean
- huey_yeng
- 69 posts
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Looks like very hot specular pixels aka fireflies from HDRI.
You can try lowering down the Color Limit value in Mantra from the default 10 to 4 and see if that helps.
Although swapping the HDRI with a blurrier version or retouch the brightest area by lowering the brightness until it disappears from the render without affecting the overall illumination.
You can try lowering down the Color Limit value in Mantra from the default 10 to 4 and see if that helps.
Although swapping the HDRI with a blurrier version or retouch the brightest area by lowering the brightness until it disappears from the render without affecting the overall illumination.
Houdini Indie and Apprentice » Mantra gets a bad rap!
- huey_yeng
- 69 posts
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I just started using Houdini since early December and found the overall volumetric setup and rendering to be more straightforward than 3ds Max (with FumeFX and Vray).
Haven't try VDB rendering with Vray though but I figure the initial shader setup will take some time to match the look in Mantra!
Thanks for sharing the info. Out of curiosity, what's your CPU specs?
Haven't try VDB rendering with Vray though but I figure the initial shader setup will take some time to match the look in Mantra!
Thanks for sharing the info. Out of curiosity, what's your CPU specs?
Houdini Indie and Apprentice » Infinite Ocean
- huey_yeng
- 69 posts
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You might want to take a look at the dicing tab and choose full predicing or precompute bounds to see if that fixes the problem.
Also try increasing the Pad Bounds for the particle fluid surface.
Also try increasing the Pad Bounds for the particle fluid surface.
Houdini Indie and Apprentice » Fill a wine glass with fluid problem
- huey_yeng
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Funny thing with working to scale is that I usually didn't work according to *scale* for my fluid sim shots in several productions to meet the director's feedback.
As long as you're able to recreate the look that doesn't look much different from your reference, feel free to scale bigger or smaller (usually I scale bigger and rarely smaller).
As long as you're able to recreate the look that doesn't look much different from your reference, feel free to scale bigger or smaller (usually I scale bigger and rarely smaller).
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