lol amen to that!
j
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Houdini Lounge » Fur Render Enhancement
- JasonSlab
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Houdini Lounge » Fur Render Enhancement
- JasonSlab
- 1533 posts
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circusmonkey“but in my opinion there's a slow shift away from spending hours baking out countless bits of information before we can even get to render. ”
Do you know of an example movie where the old school technique has not been used ? Id love to check it out .
rob
meaning slooow, so no i don't have any examples, but i know ILM, Sony and Weta seem to be using more ray-traced techniques.
jason
Houdini Lounge » Fur Render Enhancement
- JasonSlab
- 1533 posts
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hi
ok, having done a fair amount of fur work, specifically in Houdini i will add to this
fur grooming is not great at all, you spend all your time trying to groom around the roots, where somewhere like XSi or from what i've seen in modo you can groom at tip level!
this is a area that i think SESI should fix, it's really unintuitive to try groom quickly at root level
for rendering, micropoly is the best solution, this unfortunately pushes us into the “old school” area of using deepshadows, and loose the ability to have things like secondary bounces, ok so we could probably (as a large studio) implement some tools to use point clouds or something,
but in my opinion there's a slow shift away from spending hours baking out countless bits of information before we can even get to render.
so my hope is that at some point i can do PBR renders with furry creatures, because from some of the tests iv'e done, man the renders are pretty, you just need a few thousand cpu's, which we don't have…
jason
ps. here's a job we did a while back using micropoly, i lit and rendered the mice, cat and queens coat, we also rendered some of these for print, looked pretty cool
http://vimeo.com/11554574 [vimeo.com]
ok, having done a fair amount of fur work, specifically in Houdini i will add to this
fur grooming is not great at all, you spend all your time trying to groom around the roots, where somewhere like XSi or from what i've seen in modo you can groom at tip level!
this is a area that i think SESI should fix, it's really unintuitive to try groom quickly at root level
for rendering, micropoly is the best solution, this unfortunately pushes us into the “old school” area of using deepshadows, and loose the ability to have things like secondary bounces, ok so we could probably (as a large studio) implement some tools to use point clouds or something,
but in my opinion there's a slow shift away from spending hours baking out countless bits of information before we can even get to render.
so my hope is that at some point i can do PBR renders with furry creatures, because from some of the tests iv'e done, man the renders are pretty, you just need a few thousand cpu's, which we don't have…
jason
ps. here's a job we did a while back using micropoly, i lit and rendered the mice, cat and queens coat, we also rendered some of these for print, looked pretty cool
http://vimeo.com/11554574 [vimeo.com]
Houdini Lounge » for those on the beta: iron-man 2 and ILM lighting
- JasonSlab
- 1533 posts
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hey
you guys should listen to this, at about 23mins in they talk about ILMs “new” lighting setups. might be helpfull or not…:twisted:
http://media.fxguide.com/fxpodcast/fxg-100512-ilm-ironman.mp3 [media.fxguide.com]
jason
ps. nice to see big studio's are starting to look at using things like energy conserving shaders, area lights, etc. it really shows
you guys should listen to this, at about 23mins in they talk about ILMs “new” lighting setups. might be helpfull or not…:twisted:
http://media.fxguide.com/fxpodcast/fxg-100512-ilm-ironman.mp3 [media.fxguide.com]
jason
ps. nice to see big studio's are starting to look at using things like energy conserving shaders, area lights, etc. it really shows
Technical Discussion » Where should SESI focus new rendering docs?
- JasonSlab
- 1533 posts
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hey
yes i'd love to see better/more docs on,
VEX and CVEX
instancing/delayed load docs and example files (really powerfull side of mantra, i had to dig through all the forums to learn this!)
more topics on PBR, like customising the VEX pathtracer would be great!
and again better docs on VEX BSDF's
optimizing PBR and in general
exposing hidden parameters and their uses
thx
j
yes i'd love to see better/more docs on,
VEX and CVEX
instancing/delayed load docs and example files (really powerfull side of mantra, i had to dig through all the forums to learn this!)
more topics on PBR, like customising the VEX pathtracer would be great!
and again better docs on VEX BSDF's
optimizing PBR and in general
exposing hidden parameters and their uses
thx
j
Technical Discussion » ssh shader
- JasonSlab
- 1533 posts
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Houdini Lounge » view dependent photon generation
- JasonSlab
- 1533 posts
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i tested it the other day, worked for me
http://www.sidefx.com/docs/houdini10.0/props/mantra9_0 [sidefx.com]
search this page for vm_renderengine
jason
http://www.sidefx.com/docs/houdini10.0/props/mantra9_0 [sidefx.com]
search this page for vm_renderengine
jason
Technical Discussion » How do i make a car headlight look real?
- JasonSlab
- 1533 posts
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Technical Discussion » question about multiSSS Vop
- JasonSlab
- 1533 posts
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nice example mario thx
speaking of the isotropic bsdf, is there any way to control the density in the shader?
had a look at the vex bsdf isotropic (), it has a “viod” between the ()…
any ideas?
thx
jason
speaking of the isotropic bsdf, is there any way to control the density in the shader?
had a look at the vex bsdf isotropic (), it has a “viod” between the ()…
any ideas?
thx
jason
Technical Discussion » linear workflow
- JasonSlab
- 1533 posts
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hey
yeah, i guess painting textures in linear is a good idea, but getting the texure artists to understand this might be an interesting task, especially when they use ref pics from digital photo's or the net…
at the moment we treat everything as linear from the lighting/shading stage through to comp, then output finals in the correct color space.
jason
yeah, i guess painting textures in linear is a good idea, but getting the texure artists to understand this might be an interesting task, especially when they use ref pics from digital photo's or the net…
at the moment we treat everything as linear from the lighting/shading stage through to comp, then output finals in the correct color space.
jason
Technical Discussion » linear workflow
- JasonSlab
- 1533 posts
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Technical Discussion » cooking-op Single Threaded?
- JasonSlab
- 1533 posts
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well hopefully in the future you won't have to jump through hoops to do a simple pre-roll
j
j
Technical Discussion » linear workflow
- JasonSlab
- 1533 posts
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hi
we are using linear workflow here at blackginger, one or two issues i have with linear workflow in houdini:
we need gamma(LUT) control on texture nodes, LIKE XSI, this is really the way to go, at the moment i have to add a color correct in my shader to down gamma, i'm not sure that this is doing what it's supposed to, seems a little off!
color swatches, i've set mine to 2.2, but when middle mouse on a swatch to sample colors, they aren't sampling the correct values, BAD..
Exposure control for HDR images, how long have we known about high dynamic range?
Tone mapping, we could really do with this to!
viewport color display, not sure if you can change this? but when using 2.2 gamma swatches, the displayed color on geometry in the viewport is still at gamma 1.
energy conserving shaders, i find with gamma 2.2 that no having conserving shaders, bad lighting models become a lot more apparent, especially when trying to match live action elements!
having separate control over gamma in mplay on a backgound image would be great, that way i don't have to go save out a separate proxy with 0.45 gamma.
also, i do find that setting the gamma to 2.2 in mplay doesn't quite match what is diplayed in nuke, this is on the same monitor at the same time btw. XSI (again, sorry) ships with a sRGB LUT, now if i render from XSI with this, it matches nukes display….something SESI might want to look into doing
overall i think LWF shouldn't really be some thing that you have to worry about(but you should know about it ), it should just be there and it should work!
jason
we are using linear workflow here at blackginger, one or two issues i have with linear workflow in houdini:
we need gamma(LUT) control on texture nodes, LIKE XSI, this is really the way to go, at the moment i have to add a color correct in my shader to down gamma, i'm not sure that this is doing what it's supposed to, seems a little off!
color swatches, i've set mine to 2.2, but when middle mouse on a swatch to sample colors, they aren't sampling the correct values, BAD..
Exposure control for HDR images, how long have we known about high dynamic range?
Tone mapping, we could really do with this to!
viewport color display, not sure if you can change this? but when using 2.2 gamma swatches, the displayed color on geometry in the viewport is still at gamma 1.
energy conserving shaders, i find with gamma 2.2 that no having conserving shaders, bad lighting models become a lot more apparent, especially when trying to match live action elements!
having separate control over gamma in mplay on a backgound image would be great, that way i don't have to go save out a separate proxy with 0.45 gamma.
also, i do find that setting the gamma to 2.2 in mplay doesn't quite match what is diplayed in nuke, this is on the same monitor at the same time btw. XSI (again, sorry) ships with a sRGB LUT, now if i render from XSI with this, it matches nukes display….something SESI might want to look into doing
overall i think LWF shouldn't really be some thing that you have to worry about(but you should know about it ), it should just be there and it should work!
jason
Technical Discussion » how to create water caustics ??
- JasonSlab
- 1533 posts
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Houdini Lounge » sRGB LUT?
- JasonSlab
- 1533 posts
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hey all
does anyone know where i can get a sRGB LUT for mplay?
i usually just use gamma 2.2 in mplay, but it's not matching Nuke's sRGB display 100%, this is proving to be a issue as i'm loosing some detail in the shadow area's when i load my images into nuke.
would actually be great if SESI shipped one with houdini?
thx
jason
does anyone know where i can get a sRGB LUT for mplay?
i usually just use gamma 2.2 in mplay, but it's not matching Nuke's sRGB display 100%, this is proving to be a issue as i'm loosing some detail in the shadow area's when i load my images into nuke.
would actually be great if SESI shipped one with houdini?
thx
jason
Technical Discussion » VEX specular sheen
- JasonSlab
- 1533 posts
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hey alan
thx for this, never thought about looking in $HFS/houdini/vex/include/voplib.h
great stuff
thx again
jason
thx for this, never thought about looking in $HFS/houdini/vex/include/voplib.h
great stuff
thx again
jason
Technical Discussion » VEX specular sheen
- JasonSlab
- 1533 posts
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hi
i'm working on a vop surface shader that uses light masks, i was wondering if there is a way to use light masks with vex sheen?
with diffuse you use;
diffuse(nml, “lightmask”,“light01”)
i've tried:
sheen(nml, nl, eta, rough, “lightmask”,“light01”)
thx
jason
i'm working on a vop surface shader that uses light masks, i was wondering if there is a way to use light masks with vex sheen?
with diffuse you use;
diffuse(nml, “lightmask”,“light01”)
i've tried:
sheen(nml, nl, eta, rough, “lightmask”,“light01”)
thx
jason
Work in Progress » Frame 135
- JasonSlab
- 1533 posts
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Work in Progress » Frame 135
- JasonSlab
- 1533 posts
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Houdini Lounge » This is not the bug of the mantra?
- JasonSlab
- 1533 posts
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also, if you are using a image (texture or environment) you should save them as the .rat format, this will speed up render startup times alot!
jason
jason
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