I'm doing an effect where particle snow is falling on a character and sticking on to him, however when he's doing rapid motions I want the snow to fall off. I've tried various combinations of particle collisions but unfortunately I can't seem to get the Cling attribute to work with sticking particles.
Am I missing something or they just not compatible with each other, and if so. How can I achieve that effect best?
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Technical Discussion » Particle Stick and Cling
- xtimmyx
- 166 posts
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Technical Discussion » "Maya style" unpremultiplied rendering
- xtimmyx
- 166 posts
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eetu
Just unpremultiply in COPs or a compositor of your choice? (divide by alpha)
eetu.
That did the trick.
Technical Discussion » "Maya style" unpremultiplied rendering
- xtimmyx
- 166 posts
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I've noticed that when I try to render unpremultiplied “Extra image planes” using the minmax min pixel filter, it does affect the sampling on overlapping objects as well.
What I need is the behavior from Maya where the transition between overlapping objects is smooth, but the border, where the alpha goes from black to white normally, is unfiltered.
Hope what I mean makes some sense to you. Does anyone know how to achieve that look?
What I need is the behavior from Maya where the transition between overlapping objects is smooth, but the border, where the alpha goes from black to white normally, is unfiltered.
Hope what I mean makes some sense to you. Does anyone know how to achieve that look?
Technical Discussion » Custom Image Planes with PBR
- xtimmyx
- 166 posts
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For some reason my posts are cut down, so I have a little trouble answering. I'll try sending you a PM.
Technical Discussion » Custom Image Planes with PBR
- xtimmyx
- 166 posts
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(The quotation doesn't work for some reason but I hope you get it anyway).
If it's only pure shadow you wan't I guess a normal micropolygon mantra would do. But I'm not sure. Perhaps sticking with PBR is your safest bet if you manage to get the shadowmatte material working with it.
If it's only pure shadow you wan't I guess a normal micropolygon mantra would do. But I'm not sure. Perhaps sticking with PBR is your safest bet if you manage to get the shadowmatte material working with it.
Technical Discussion » Custom Image Planes with PBR
- xtimmyx
- 166 posts
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tjzfx
So there is no export for shadows in PBR. I have a nice PBR setup with an environment light. The only thing I need are ground shadows, so I can comp my objects over a background plate. Is there a way to get a shadow pass which is simliar to my environment light PBR setup, with another render?
You could set up another take for rendering shadows and rendering that with an other mantra connected to your primary mantra.
Create a new take and check phantom on the objects you want to cast shadows, and assign a shadow matte shader to the ground. You'll need to make overrides for the phantom and material on the ground plane.
However there´s probably/hopefully a better way to separate shadows in the shader. I've found a “hidden” node that converts a vector to BSDF in the shader so that any vector output can be rendered in PBR.
However I've noticed that using the export custom planes in PBR slows down the rendering time significantly compared to what it does in micropolygon.
Technical Discussion » Rendering lots of polys problem
- xtimmyx
- 166 posts
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probbins
If you put verbose on 4 for the renderer, then see if you can identify the location of the bucket that is “stalling”. Then check to see if there is a specular highlight that is crossing two buckets. I've seen renderers stall in that condition.
I don't think that is the problem. All the instances have some specular and the speculars are very small. When rendering to mplay I'm able to see which bucket it is and its always a bucket with dense geometry. But there are lots of dense geometry in other buckets and on all other frames as well. It seems quite random.
Technical Discussion » Rendering lots of polys problem
- xtimmyx
- 166 posts
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I'm rendering a huge amount of polys. Don't know the number exactly but were talking thousands of animated characters (with a level of detail setup luckily).
However, some random frames take perhaps 10x as long to render as the frame before and after. It's like one of the buckets is getting stuck in the render. Does anyone know what the issue might be and how to solve it? Or decrease the render times.
I'm using micropolygon rendering with an area light with 16 samples, and a spotlight, raytraced shadows om both, motion blur, and a quite simple shader, no SSS/displacement or similar. So apart from the high poly count it shouldn't be that heavy to render.
However, some random frames take perhaps 10x as long to render as the frame before and after. It's like one of the buckets is getting stuck in the render. Does anyone know what the issue might be and how to solve it? Or decrease the render times.
I'm using micropolygon rendering with an area light with 16 samples, and a spotlight, raytraced shadows om both, motion blur, and a quite simple shader, no SSS/displacement or similar. So apart from the high poly count it shouldn't be that heavy to render.
Technical Discussion » Custom Image Planes with PBR
- xtimmyx
- 166 posts
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JColdrick
If I follow you, you don't need them. The alpha is there, you don't need another one, the existing one will work fine.
I should point out that AFAIK the PBR exports don't currently have a mechanism to deal with shadows.
Cheers,
J.C.
That works in some cases. However, when an object with transparency ends up in front of another the alpha is solid anyway, but the object in front is covering what's behind it.
Technical Discussion » Custom Image Planes with PBR
- xtimmyx
- 166 posts
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Some of them can be viewed/selected by pressing the little arrow next to the VEX Variable parameter for the Image Plane. However in my case I needed the custom outputs,
Which is now working perfect, except that I can't get them to incorporate the alpha in the Image Plane/shader buffer.
Which is now working perfect, except that I can't get them to incorporate the alpha in the Image Plane/shader buffer.
Technical Discussion » Transparency in shader buffers/image planes
- xtimmyx
- 166 posts
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I'm trying to export some extra image planes/shader buffers for my render. But I can't seem to get them to take the alpha of the texture into account and cut it away, like it does in the composited image.
I've tried exporting the image planes as a Vector4 supplying the alpha as the fourth channel, but that doesn't seem to make any difference. Is this at all possible? I'd like to export some occlusion and stuff without re-rendering the frame.
I've tried exporting the image planes as a Vector4 supplying the alpha as the fourth channel, but that doesn't seem to make any difference. Is this at all possible? I'd like to export some occlusion and stuff without re-rendering the frame.
Technical Discussion » Custom Image Planes with PBR
- xtimmyx
- 166 posts
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brianBurke
If you just want to set up variable exports unrelated to lighting like id masks and flat passes and such, you can enable this in PBR by setting up the exports in the usual way and enabling the “generate surface shader exports” rendering parameter.
Perfect! Just what I needed. Thank you very much.
Technical Discussion » Snow Leopard and Houdini good to go?
- xtimmyx
- 166 posts
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Still not complete support for international keyboards (for example ALT-4 is the $ sign in Swedish keyboard layouts), making it quite challenging trying to use Houdini without changing keyboard layout. I can't type any of the “ALT characters”.
Is this something SESI's working on or is it a no go?
Is this something SESI's working on or is it a no go?
Technical Discussion » Custom Image Planes with PBR
- xtimmyx
- 166 posts
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Well, I'm talking about custom frame buffers in the shader. To be able to output things like specular, occlusion, masks and stuff directly from the shader just like I can in the Micropolygon renderer.
But I haven't found any way to export BSDF's from a shader just like I can export any vector to an image plane. And just trying to export a vector as usual gives a blank image.
But I haven't found any way to export BSDF's from a shader just like I can export any vector to an image plane. And just trying to export a vector as usual gives a blank image.
Technical Discussion » Custom Image Planes with PBR
- xtimmyx
- 166 posts
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Is there any way to output custom image planes with Physically Based Rendering in Houdini 10?
The way I set it up in Micropolygon doesn't seem to work in PRB.
The way I set it up in Micropolygon doesn't seem to work in PRB.
Technical Discussion » Read Maya geo cache without FBX
- xtimmyx
- 166 posts
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Well, vacation is vacation.
To bad, is there any native geometry cache format in Houdini which I could export my cache to from CHOP's and then re-import? I have a feeling that going through the FBX does require some unnecessary calculations. And there are already quite a lot of “per object calculations” for my roughly 10.000 animated objects.
In Maya there is a import/export cache functionality which imports/exports cache to/from the selected object. Our pipe is quite depending on geometry caches and being able to use them easily in Houdini would really help the integration of Houdini into the pipe.
To bad, is there any native geometry cache format in Houdini which I could export my cache to from CHOP's and then re-import? I have a feeling that going through the FBX does require some unnecessary calculations. And there are already quite a lot of “per object calculations” for my roughly 10.000 animated objects.
In Maya there is a import/export cache functionality which imports/exports cache to/from the selected object. Our pipe is quite depending on geometry caches and being able to use them easily in Houdini would really help the integration of Houdini into the pipe.
Houdini Indie and Apprentice » how to export to OBJ?
- xtimmyx
- 166 posts
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That should do it. Another way to export a obj is to use the ROP Output Driver SOP, kind of like a render node for geometry.
Technical Discussion » Read Maya geo cache without FBX
- xtimmyx
- 166 posts
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Technical Discussion » Read Maya geo cache without FBX
- xtimmyx
- 166 posts
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Houdini reads Maya's geo cache just fine through an exported FBX, but how do I read a geo cache which has been exported seperatly from Maya? Its basically the same files, however when going through the FBX the File CHOP reads the following:
/data/geoCache/runCycle01_cache/runCycle01_unifiedCache.fbx#unifiedHen_GEO, vertexcache, cachedouble
How could I modify that expression to read the cache directly, and from any other location?
/data/geoCache/runCycle01_cache/runCycle01_unifiedCache.fbx#unifiedHen_GEO, vertexcache, cachedouble
How could I modify that expression to read the cache directly, and from any other location?
Technical Discussion » Unable to render with Micropolygon, PBR works fine
- xtimmyx
- 166 posts
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The problem suddenly disappeared and it's now rendering fine. However if i returns I will give your suggestions a shot. Thanks.
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