hi
just wondering when we'll see some updated documentation for mantra 10 PBR?
the setting up physically based rendering page is outdated:
http://www.sidefx.com/docs/houdini10.0/rendering/pbr [sidefx.com]
and the rendering extra images planes one has no info on PBR image planes:
http://www.sidefx.com/docs/houdini10.0/rendering/deeprasters [sidefx.com]
thx
jason
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Houdini Lounge » PBR docs for 10?
- JasonSlab
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Technical Discussion » view dependant photon map generation disappeared in v10 ?!!
- JasonSlab
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yep it's gone, u'll have to use Photon map generation instead, it should work well if you use a h10 mantra node, plus make sure you have a large ground plane or something in your scene, it seems to help with photon map generation speeds
jason
EDIT: yes do what Andrew says, i posted at the same time…
jason
EDIT: yes do what Andrew says, i posted at the same time…
Technical Discussion » Deep camera file
- JasonSlab
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hi guys
digging up a bit of a old thread here but,
i'm trying to do DSM's in 9.5, my problem is, how do you filter the DSM to match your beauty pass? my edges aren't lining up in comp? especially when using motion blur and DOF.
another thing, i tried the parent light to camera trick, but it seems that my camera and light(tried point,spot,area) FOV's don't match up either….
thx
jason
digging up a bit of a old thread here but,
i'm trying to do DSM's in 9.5, my problem is, how do you filter the DSM to match your beauty pass? my edges aren't lining up in comp? especially when using motion blur and DOF.
another thing, i tried the parent light to camera trick, but it seems that my camera and light(tried point,spot,area) FOV's don't match up either….
thx
jason
Technical Discussion » Fluid particles equivalent of Particles Slide/Cling?
- JasonSlab
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hi
the field force only works to a certain point, then…
i really would like to see a sticky/cling feature added to SPH!
jason
the field force only works to a certain point, then…
i really would like to see a sticky/cling feature added to SPH!
jason
Houdini Lounge » OT: vray 1.5 sp3
- JasonSlab
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hi
i did some tests a while back using super bright constants, it seems to work ok, but the amount of noise it generates is insane.
i think i pushed the samples up to like 90x90 and it still wasn't a usable image, and this was just a grid and a torus.
lets see what h10 has to offer… :twisted:
jason
i did some tests a while back using super bright constants, it seems to work ok, but the amount of noise it generates is insane.
i think i pushed the samples up to like 90x90 and it still wasn't a usable image, and this was just a grid and a torus.
lets see what h10 has to offer… :twisted:
jason
Houdini Lounge » OT: vray 1.5 sp3
- JasonSlab
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hey
hmm didn't know about the volume caustics in mantra(any examples?), i know of some volume stuff that works with PBR, but yes maybe it would be good to have it presented(documented) better.
as for lightmesh, i know about some stuff that might be coming to houdini soon, but i wasn't aware of anything in 9.5.
and yes plse, just look at that SSS, it just looks great
jason
hmm didn't know about the volume caustics in mantra(any examples?), i know of some volume stuff that works with PBR, but yes maybe it would be good to have it presented(documented) better.
as for lightmesh, i know about some stuff that might be coming to houdini soon, but i wasn't aware of anything in 9.5.
and yes plse, just look at that SSS, it just looks great
jason
Houdini Lounge » OT: vray 1.5 sp3
- JasonSlab
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hey
looks like some neat new features in sp3, i really like the look of these:
gi/scattering in fog
fog emission
volumetric caustics
http://www.spot3d.com/vray/help/150SP1/examples_vrayenvironmentfog.htm [spot3d.com]
fastSSS2
http://www.spot3d.com/vray/help/150SP1/examples_vrayfastsss2.htm [spot3d.com]
mesh based lights
http://www.spot3d.com/vray/help/150SP1/examples_lights.htm [spot3d.com] bottom
SSS looks great!! *hint**hint*
it would be interesting to see what the render times are on those volumetric caustics!
jason
looks like some neat new features in sp3, i really like the look of these:
gi/scattering in fog
fog emission
volumetric caustics
http://www.spot3d.com/vray/help/150SP1/examples_vrayenvironmentfog.htm [spot3d.com]
fastSSS2
http://www.spot3d.com/vray/help/150SP1/examples_vrayfastsss2.htm [spot3d.com]
mesh based lights
http://www.spot3d.com/vray/help/150SP1/examples_lights.htm [spot3d.com] bottom
SSS looks great!! *hint**hint*
it would be interesting to see what the render times are on those volumetric caustics!
jason
Technical Discussion » Sprite Attribute Override
- JasonSlab
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hey
i've been having a few problem with this to, using the Material SOP with overrides, i eventually figured it out, sotra..
if your overriding a map for example, you need to add that attribute to your sprite procedural.
so material SOP override a map, gives you this: vopsurface1_map add this to your procedural and it should work, hopefully
hope that helps a bit
actually, i do find this work-flow a bit confusing and all over the place, i'm pretty used to setting up material SOP overrides with delayed reads, now change this to sprites and it works in a different way, can't help but thinking that the work-flow should be a lot more similar?
at the moment i'm using simple grids as delayed reads for a job, rather than sprites
jason
i've been having a few problem with this to, using the Material SOP with overrides, i eventually figured it out, sotra..
if your overriding a map for example, you need to add that attribute to your sprite procedural.
so material SOP override a map, gives you this: vopsurface1_map add this to your procedural and it should work, hopefully
hope that helps a bit
actually, i do find this work-flow a bit confusing and all over the place, i'm pretty used to setting up material SOP overrides with delayed reads, now change this to sprites and it works in a different way, can't help but thinking that the work-flow should be a lot more similar?
at the moment i'm using simple grids as delayed reads for a job, rather than sprites
jason
Technical Discussion » Ship Kelvin Wake
- JasonSlab
- 1533 posts
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have you tried the ripple solver in DOPS? might be a good place to get a general motion going
jason
jason
Technical Discussion » image planes , reflection and PBR
- JasonSlab
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hi
ok first question, yes your right you can't see reflections from the environment light when using micropoly/raytrace… hopefully at some point we will be able to, Houdini 10 maybe?
i personally find it very counter productive to use reflection maps at shader level, never mind trying to rotate them…
second, your image planes should work just fine, just remember to check whether your VEX type under the image plane variable is float or vector, this must match the VEX type in the shader parameter export, although it is set to vector by default so it should work..
third one, yes your right you can't use image planes with PBR, it's a limitation in the current version of houdini/PBR
hope that helps somewhat
jason
ok first question, yes your right you can't see reflections from the environment light when using micropoly/raytrace… hopefully at some point we will be able to, Houdini 10 maybe?
i personally find it very counter productive to use reflection maps at shader level, never mind trying to rotate them…
second, your image planes should work just fine, just remember to check whether your VEX type under the image plane variable is float or vector, this must match the VEX type in the shader parameter export, although it is set to vector by default so it should work..
third one, yes your right you can't use image planes with PBR, it's a limitation in the current version of houdini/PBR
hope that helps somewhat
jason
Technical Discussion » SSS With Brick Maps
- JasonSlab
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Houdini Lounge » Some simple PBR renders...
- JasonSlab
- 1533 posts
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jason_iversenheydabop
They already have non-square area lights….
He means rectangular, I believe
yeah, this is correct, sorry i guess i should be more specific
jason
Houdini Lounge » Some simple PBR renders...
- JasonSlab
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hey
nice to see ppl playing with PBR!
i've been messing with it quite a bit lately to, i'm really keen on using it more in production.(we've pretty much switched our rendering pipeline to mantra)
i think the next release or two is going to be great and hopefully a big step in using it for work!!
things i would love to see in Houdini in general:
photometric lights
non square area lights
skylight portals
physical camera http://www.spot3d.com/vray/help/150SP1/vrayphysicalcamera_params.htm [spot3d.com]
tone-mapping
better gamma correction support
yes i know these are very Vray/mental ray user type features, but hey these are actually useful features me thinks.
hopefully I'm not hijacking your thread to much
jason
nice to see ppl playing with PBR!
i've been messing with it quite a bit lately to, i'm really keen on using it more in production.(we've pretty much switched our rendering pipeline to mantra)
i think the next release or two is going to be great and hopefully a big step in using it for work!!
things i would love to see in Houdini in general:
photometric lights
non square area lights
skylight portals
physical camera http://www.spot3d.com/vray/help/150SP1/vrayphysicalcamera_params.htm [spot3d.com]
tone-mapping
better gamma correction support
yes i know these are very Vray/mental ray user type features, but hey these are actually useful features me thinks.
hopefully I'm not hijacking your thread to much
jason
Houdini Lounge » Dual Monitor System
- JasonSlab
- 1533 posts
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hey edward
yeah this is how my setup is, i just can't help wondering how hard it would be to fix it so that the setup remembers the window locations
jason
yeah this is how my setup is, i just can't help wondering how hard it would be to fix it so that the setup remembers the window locations
jason
Houdini Lounge » Dual Monitor System
- JasonSlab
- 1533 posts
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yeah hopefully this will be sorted one day… maybe by the time houdini 10 comes out :shock:
jason
jason
Houdini Lounge » creative copying
- JasonSlab
- 1533 posts
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you could use Points from Volume SOP on your tower, not sure about the intersection of the phones though… i guess it depends on the orientation/scale of the phones
jason
jason
Houdini Lounge » area lights
- JasonSlab
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ok, nice thx Mark
it would be nice to get it working like that out of the box!
i'm still unsure about the light attenuation in PBR, this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=14015 [sidefx.com]
is it correct that using physically correct attenuation creates so much noise?
thx
jason
it would be nice to get it working like that out of the box!
i'm still unsure about the light attenuation in PBR, this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=14015 [sidefx.com]
is it correct that using physically correct attenuation creates so much noise?
thx
jason
Houdini Lounge » area lights
- JasonSlab
- 1533 posts
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hi
so here's some tests, the first image is rendered Vray for XSI
[divshare.com]
and a similar scene with mantra….
[divshare.com]
[divshare.com]
jason
so here's some tests, the first image is rendered Vray for XSI
[divshare.com]
and a similar scene with mantra….
[divshare.com]
[divshare.com]
jason
Houdini Lounge » Particle fluid solver help card: changing from MKS to CKS
- JasonSlab
- 1533 posts
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cool thx Allegro
might be worth including some of that in the Houdini help, or a link even.
jason
might be worth including some of that in the Houdini help, or a link even.
jason
Houdini Lounge » PBR lights:Physically Correct Attenuation
- JasonSlab
- 1533 posts
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hi
thx for the reply's
ok so I'm doing some tests on this.
what I'm noticing is a huge increase in noise when i add a fill(point light) or environment light to the scene, there is still alot of noise at 30x30 samples.
take note of the render times/noise/samples on the Half Attenuation render vs the Physically Correct one
another thing, is the grid area light supposed to create a circular hotspot?
[divshare.com]
[divshare.com]
[divshare.com]
[divshare.com]
[divshare.com]
jason
thx for the reply's
ok so I'm doing some tests on this.
what I'm noticing is a huge increase in noise when i add a fill(point light) or environment light to the scene, there is still alot of noise at 30x30 samples.
take note of the render times/noise/samples on the Half Attenuation render vs the Physically Correct one
another thing, is the grid area light supposed to create a circular hotspot?
[divshare.com]
[divshare.com]
[divshare.com]
[divshare.com]
[divshare.com]
jason
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