Found 271 posts.
Search results Show results as topic list.
Technical Discussion » Custom VOP Output Strange Behaviour
- Anti-Distinctlyminty
- 271 posts
- Offline
Technical Discussion » Custom VOP Output Strange Behaviour
- Anti-Distinctlyminty
- 271 posts
- Offline
Hi all,
I have created a custom VOP with a colour output. However, when I multiply this output with another colour inside a VOP network the result is much darker than it should be and I can see no reason for this happening.
Take a look inside the shop network > cl_test. Change the input on switch1, this will render the custom VOP output (called ChanLum1), then the multiplication mask (from the trace_inside network part), then the multiplication of the two. You will see that the multiplication is not correct.
I'm at a loss here, I checked that all the input types are ‘color’.
I have created a custom VOP with a colour output. However, when I multiply this output with another colour inside a VOP network the result is much darker than it should be and I can see no reason for this happening.
Take a look inside the shop network > cl_test. Change the input on switch1, this will render the custom VOP output (called ChanLum1), then the multiplication mask (from the trace_inside network part), then the multiplication of the two. You will see that the multiplication is not correct.
I'm at a loss here, I checked that all the input types are ‘color’.
Technical Discussion » Creating PBR Shader in VOPs?
- Anti-Distinctlyminty
- 271 posts
- Offline
Hi all,
I've figured out how to re-create a shader that I dearly needed (ChanLum [happyship.com], if you're wondering) by using an illumination loop along with the fast shadow node. However, this does not work when using the physically based renderer. I cannot find a way Is there any way around this?
I've attached the hip file - just take a look in the shop and there's a surface shader builder there.
I've figured out how to re-create a shader that I dearly needed (ChanLum [happyship.com], if you're wondering) by using an illumination loop along with the fast shadow node. However, this does not work when using the physically based renderer. I cannot find a way Is there any way around this?
I've attached the hip file - just take a look in the shop and there's a surface shader builder there.
Technical Discussion » Force Certain VOP Nodes to be Inside For Loop
- Anti-Distinctlyminty
- 271 posts
- Offline
Ah, I have it now (and it's sort of obvious now I think about it). Values from outside the loop that you want inside you must plug into the for_begin and use their corresponding outputs. Doing this and applying the ‘enclose inputs’ checkbox also placed the grandom inside the loop, which is what I was after as this function produces a random vector every time it is called.
Thanks bebe.
Thanks bebe.
Technical Discussion » Force Certain VOP Nodes to be Inside For Loop
- Anti-Distinctlyminty
- 271 posts
- Offline
bebe
I think you should wire the output from your add1 node to the next_in input of your for_begin1 node
That does not seem to work (see attached image).
Edited by Anti-Distinctlyminty - Aug. 12, 2016 09:16:36
Technical Discussion » Force Certain VOP Nodes to be Inside For Loop
- Anti-Distinctlyminty
- 271 posts
- Offline
Hi all,
I'm attempting to write a shader and within this I need to loop over some process. However, I cannot find a way with the for_begin & end_for blocks to include some of the nodes inside the loop. If I activate the ‘enclose inputs’ option of the end_for it encloses everything connecteded which is inefficient.
I've attached a scene, and in the vopmaterial you should see what I'm getting at. The yellow nodes should be inside the loop, the red ones should be outside.
I'm attempting to write a shader and within this I need to loop over some process. However, I cannot find a way with the for_begin & end_for blocks to include some of the nodes inside the loop. If I activate the ‘enclose inputs’ option of the end_for it encloses everything connecteded which is inefficient.
I've attached a scene, and in the vopmaterial you should see what I'm getting at. The yellow nodes should be inside the loop, the red ones should be outside.
Technical Discussion » Syntax for Writing Shader Operators
- Anti-Distinctlyminty
- 271 posts
- Offline
Hi all,
I'm looking for learning resources to help me with writing a new operator type, but I'm also very interested in writing shaders in general.
For writing shaders I've essentially only found an old odforce article from the wayback machine [web.archive.org]. It could be out of date as far as I'm aware, but I cannot find anything else.
Anyway, rather than writing a whole shader I'd rather create a new operator, but I can find no resources on this at all. Is this in the documentation somewhere and I've missed it? For example, the $variable notation I've not seen anywhere else except when I cracked open an existing operator, along with essential looking syntax like the $isconnected_variable to determine if a variable is plugged in.
If someone could point me towards some sort of documentation I would be very grateful.
Edited by Anti-Distinctlyminty - Aug. 7, 2016 12:38:48
Technical Discussion » Volume IsoSurface Rendering Issue with Surface Attributes
- Anti-Distinctlyminty
- 271 posts
- Offline
Hello to you sir!
How bizarre. For the VDB Name the help states ‘leave this blank to use the attribute name’.
Also, if you set VDB Name to be anything that does not start with a ‘v’ then it will not render.
It seems very bugworthy, so I submitted it (#76719).
How bizarre. For the VDB Name the help states ‘leave this blank to use the attribute name’.
Also, if you set VDB Name to be anything that does not start with a ‘v’ then it will not render.
It seems very bugworthy, so I submitted it (#76719).
Technical Discussion » Volume IsoSurface Rendering Issue with Surface Attributes
- Anti-Distinctlyminty
- 271 posts
- Offline
Hi Enivob,
I'm trying to render an isosurface as a solid - not as a volume. In the example file, if you immediately go to the render view and hit render you'll see an isosurface, as seen in the attached image. Ignoring the weird dark patches in the render for now, it renders correctly. But if you set the output flag from the ‘vdb_from_polys_normal’ node to the ‘with_surface_attribute’ node, then nothing renders. The only difference between those two nodes is that ‘with_surface_attribute’ has a surface attribute set. This shouldn't stop it from rendering as far as I know.
I'm trying to render an isosurface as a solid - not as a volume. In the example file, if you immediately go to the render view and hit render you'll see an isosurface, as seen in the attached image. Ignoring the weird dark patches in the render for now, it renders correctly. But if you set the output flag from the ‘vdb_from_polys_normal’ node to the ‘with_surface_attribute’ node, then nothing renders. The only difference between those two nodes is that ‘with_surface_attribute’ has a surface attribute set. This shouldn't stop it from rendering as far as I know.
Technical Discussion » Volume IsoSurface Rendering Issue with Surface Attributes
- Anti-Distinctlyminty
- 271 posts
- Offline
Hi all,
I'm trying to look into using isosurface rendering of VDBs rather than take the extra step to convert them into polygons. In doing so I have ran into an odd problem. Whenever I use a VDB From Polygons node and add a surface attribute to it, the isosurface render fails.
I have attached a hip file to show this. With the vdb_from_polys_normal output flag set you can see the render is normal. If you then activate the display flag on the with_surface_attribute node, the render will show nothing at all.
Is this normal? Admittedly I cannot find out how to use the volume surface attributes, but I'm thinking it should still render. Maybe a bug?
Note: in the shopnet1>iso I enabled the isosurface rendering by adding the vm_volumeiso and vm_volumedensity properties.
I'm trying to look into using isosurface rendering of VDBs rather than take the extra step to convert them into polygons. In doing so I have ran into an odd problem. Whenever I use a VDB From Polygons node and add a surface attribute to it, the isosurface render fails.
I have attached a hip file to show this. With the vdb_from_polys_normal output flag set you can see the render is normal. If you then activate the display flag on the with_surface_attribute node, the render will show nothing at all.
Is this normal? Admittedly I cannot find out how to use the volume surface attributes, but I'm thinking it should still render. Maybe a bug?
Note: in the shopnet1>iso I enabled the isosurface rendering by adding the vm_volumeiso and vm_volumedensity properties.
Houdini Lounge » Network Rendering with Backburner
- Anti-Distinctlyminty
- 271 posts
- Offline
Houdini Lounge » Network Rendering with Backburner
- Anti-Distinctlyminty
- 271 posts
- Offline
Hi all,
Our network rendering manager is Backburner. I was looking into setting up Mantra rendering, but I can find absolutely nothing about this. Does anyone know if this is possible or if there are any resources out there concerning this?
Our network rendering manager is Backburner. I was looking into setting up Mantra rendering, but I can find absolutely nothing about this. Does anyone know if this is possible or if there are any resources out there concerning this?
Technical Discussion » Workflow for COP Velocity Blur node (velblur)?
- Anti-Distinctlyminty
- 271 posts
- Offline
Hi all,
I'm trying to figure out how to do post process motion blur in COPs by using the velblur node.
So far, via web & forum searching, all I've been able to find is that you are supposed to use the getBlurP to obtain a velocity plane in your output image (see attached image).
I've also attached images of both the results of rendered motion blur and the post process motion blur, so you can see that they are clearly very different (Note: the geometry is static, so this is only a motion blur caused by camera movement, if that makes any difference).
So, how are you supposed to get the velblur node to work?
I'm trying to figure out how to do post process motion blur in COPs by using the velblur node.
So far, via web & forum searching, all I've been able to find is that you are supposed to use the getBlurP to obtain a velocity plane in your output image (see attached image).
I've also attached images of both the results of rendered motion blur and the post process motion blur, so you can see that they are clearly very different (Note: the geometry is static, so this is only a motion blur caused by camera movement, if that makes any difference).
So, how are you supposed to get the velblur node to work?
Edited by Anti-Distinctlyminty - July 12, 2016 09:20:11
Technical Discussion » Render Layer not Appearing in Beauty
- Anti-Distinctlyminty
- 271 posts
- Offline
Ok…some good news, I was just about to submit a bug and I saw that I was running 15.5.480, so I updated to 15.5.523 and it all seems to be working now. Nice
But my statement about shader building tutorials still stands.
But my statement about shader building tutorials still stands.
Technical Discussion » Render Layer not Appearing in Beauty
- Anti-Distinctlyminty
- 271 posts
- Offline
cpb
also: using the pre-built shaders can be problematic as you don't know exactly what's going on in there (and editing is a nightmare).
This is what I'm finding. And tutorials on how to build your own shaders from the ground up are very sparse. If you know of any, please do let me know.
I've tried both my scene and yours on two different machines, with the same incorrect result. I'll send this to SESI.
Technical Discussion » Render Layer not Appearing in Beauty
- Anti-Distinctlyminty
- 271 posts
- Offline
cpb
it looks like the light was busted, try changing its intensity and/or attenuation…
I tried changing both, but it had no effect. I then replaced the light, with the same result.
I get the same result when opening your sss_exports.hipnc scene - in fact all the outputs are not blank.
I also get the error (that I've attached an image of) when loading the scene.
Is this one for SESI you think?
Technical Discussion » Get Object Transform in VOPs of Object
- Anti-Distinctlyminty
- 271 posts
- Offline
Coolio - thanks matthias! This should help, but I was just wondering about the efficiency of storing this into per point, but I suppose you can do the same thing with a detail attribute too?
Technical Discussion » Render Layer not Appearing in Beauty
- Anti-Distinctlyminty
- 271 posts
- Offline
Hi all,
I am yet again having issues with the subsurface scattering (in the mantrasurface shader).
In the scene I have attached I can render a frame, but the sss component just doesn't appear in the final image. If you render the frame you shall see that it is blank as there is no diffuse or reflection, bnut there should be something as sss is active.
Now, from the view bar select the render image plane drop down menu and select ‘sss_single’ you can see the rendered sss result. It's just not being added to the final render.
What am I doing wrong here?
I am yet again having issues with the subsurface scattering (in the mantrasurface shader).
In the scene I have attached I can render a frame, but the sss component just doesn't appear in the final image. If you render the frame you shall see that it is blank as there is no diffuse or reflection, bnut there should be something as sss is active.
Now, from the view bar select the render image plane drop down menu and select ‘sss_single’ you can see the rendered sss result. It's just not being added to the final render.
What am I doing wrong here?
Technical Discussion » Get Object Transform in VOPs of Object
- Anti-Distinctlyminty
- 271 posts
- Offline
Hi all,
I'm coming from Lightwave and, as you can see in the attached image, when shading I can have a node that refers to the current item (Item: Self) and get supplied various bits of information about that item.
So, how would one do this in VOPs?
I'm coming from Lightwave and, as you can see in the attached image, when shading I can have a node that refers to the current item (Item: Self) and get supplied various bits of information about that item.
So, how would one do this in VOPs?
Technical Discussion » importing molecular data gPDB and PDB format
- Anti-Distinctlyminty
- 271 posts
- Offline
ndickson
Ooh, maybe I should test out my Load Data Table [orbolt.com] asset on it (after deleting unnecessary parts), to save the trouble of splitting it up.
Yes. Yes you should
This is something that we have to do so often that a decent streamlined workflow will have to be developed, so anything you can do to help will be much appreciated
-
- Quick Links