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Solaris and Karma » Motion blur with USD caches
- carlo_c
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Just following up in case anyone else was having trouble finding an answer, and answering my own question that as far as deformation is concerned the cache is king here
Edited by carlo_c - 2023年9月14日 04:45:18
Solaris and Karma » Motion blur with USD caches
- carlo_c
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Hello all, been doing some motion blur testing recently and I was wondering if the motion blur LOP has any effect on a USD cache being referenced in. From testing it would seem that it doesn't, only if I flatten the cache to the current stage do I see the the motion blur LOP behaving as expected.
Solaris and Karma » Camera always has a look at
- carlo_c
- 53 posts
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No defaults for the node, pretty much a fresh install of Houdini 18 too. The message is “Error running Python camera lock-to-view script” if that helps.
Solaris and Karma » Camera always has a look at
- carlo_c
- 53 posts
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Are the cameras in Solaris always meant to have a look at? I have “Enable Look At” off under constraints but a new camera node always seems to have one. It makes it quite tedious when trying to explore different angles in a scene.
Also I get many viewport python errors when locking a camera to view. Just seeing if anyone else experiences this, I'm currently on .391.
Thanks!
Also I get many viewport python errors when locking a camera to view. Just seeing if anyone else experiences this, I'm currently on .391.
Thanks!
Technical Discussion » My troubles with the LOPS Tutorial
- carlo_c
- 53 posts
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Thanks for the reply, the recent change to the daily build that lets indie save out .usd now has fixed any issues I've been having!
Carlo
Carlo
Technical Discussion » My troubles with the LOPS Tutorial
- carlo_c
- 53 posts
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I'm having the same issues with these tutorials on indie, can I ask what was the solution in the end?
Technical Discussion » Custom Cryptomatte attributes
- carlo_c
- 53 posts
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Thanks for the reply, I was hoping there might be a solution without using material stylesheets but I'll give it a go and report back if I have any issues!
Technical Discussion » Custom Cryptomatte attributes
- carlo_c
- 53 posts
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Hello all,
I'd like to get a firm grasp on creating custom cyrptomatte attributes/properties. I followed the docs with regards to creating a custom cryptomatte property and I am able to generate a cryptomatte pass for a specific object adding the user property at the /obj level such as this video where they isolate the trees.
https://www.youtube.com/watch?v=4tZ2hYxJdAw [www.youtube.com]
What I have not been able to get working yet (and I'm not sure if I'm doing this the right/wrong way), is to create a cryptomatte pass that lets me choose specific objects rather than the whole group at /obj level. An example of this is a bunch of objects that all live in a geo node i.e. /obj/objects. If I have a random ID attribute on each object how can I make a cryptomatte pass that lets me isolate each one using that random ID as its seed.
I can use object and name in this scenario, but in the scope of a larger asset objects might all be attached together. So far I'm just generating a colour based on the random ID and using that to pick objects. Cryptomatte would be much nicer though.
I'd put up an example file if I knew how to approach it properly, but I don't think I'm properly understanding how to leverage the properties to do this.
Thanks!
I'd like to get a firm grasp on creating custom cyrptomatte attributes/properties. I followed the docs with regards to creating a custom cryptomatte property and I am able to generate a cryptomatte pass for a specific object adding the user property at the /obj level such as this video where they isolate the trees.
https://www.youtube.com/watch?v=4tZ2hYxJdAw [www.youtube.com]
What I have not been able to get working yet (and I'm not sure if I'm doing this the right/wrong way), is to create a cryptomatte pass that lets me choose specific objects rather than the whole group at /obj level. An example of this is a bunch of objects that all live in a geo node i.e. /obj/objects. If I have a random ID attribute on each object how can I make a cryptomatte pass that lets me isolate each one using that random ID as its seed.
I can use object and name in this scenario, but in the scope of a larger asset objects might all be attached together. So far I'm just generating a colour based on the random ID and using that to pick objects. Cryptomatte would be much nicer though.
I'd put up an example file if I knew how to approach it properly, but I don't think I'm properly understanding how to leverage the properties to do this.
Thanks!
Houdini Lounge » Mantra max value clamp
- carlo_c
- 53 posts
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Thank you all for the replies, I'll have a good read through it all but nice to know that there is a workaround for this
Houdini Lounge » Mantra max value clamp
- carlo_c
- 53 posts
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Just wondering if there is a parameter to clamp the maximum value of a pixel in Mantra, such as the Max Value setting in Arnold here https://support.solidangle.com/display/AFMUG/Clamping. [support.solidangle.com]
I know there is Color Limit for the indirect rays, but I'd like to clamp the final pixel value so there aren't any values too extreme in the final image.
Cheers!
I know there is Color Limit for the indirect rays, but I'd like to clamp the final pixel value so there aren't any values too extreme in the final image.
Cheers!
Edited by carlo_c - 2018年6月21日 10:16:41
Houdini Lounge » What is up with light "Exposure"?
- carlo_c
- 53 posts
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Would love to see a physical camera system that mimics Vray in Houdini, but every renderer I've used has funny quirks and methods so I've always just chalked up this exposure setting in the lights to that. Certainly had me confused at first though
Houdini Indie and Apprentice » rbd fracture object and grains.
- carlo_c
- 53 posts
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There is an option with the bullet solver for objects to go to “sleep” below a certain threshold in regards to velocity and time, might be worth giving that a go to see if you can get the objects to settle better.
Houdini Lounge » First commercial done in Houdini
- carlo_c
- 53 posts
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Nice work! I'm also curious what your render times were, looks great love the powder coming up as they board down the slope
Houdini Indie and Apprentice » Flickering Pyro/Smoke
- carlo_c
- 53 posts
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Hey guys,
I have got an up-res'd pyro sim which I've copied and transformed multiple times to make a larger smoke plume. When I render it I get this strange flicker/banding issue that you can see below.
Have tried a few things that I found searching on here like lowering opacity limit and larger depth map + higher pixel samples but it still shows up. I have not tried raytraced shadows yet as it is much slower to render on my computer and I am using this project to try out some different techniques, but I'm not even sure if it's the shadows. Just lit with a key and fill area light both casting shadows. It is the first time I have tried to use depth map shadows, so maybe I'm missing a step here.
Haven't got the hip file to hand to post up (can do this evening) but from what I can remember my settings are:
- Pixel Samples - 5x5
- Opacity limit - 0.7
- Volume quality - 0.4
- Volume/Diffuse limit - 0
- Noise threshold - 0.04
- Min/Max samples 1/6
- Shadow map res - 1024
- Shadow Quality - 3
- Shadow map pixel samples - 3x3
- Pyro shader with basic settings no noise/displacement etc.
- Volume filter - box
- Volume filter width - 1
Have had plenty of luck before rendering volumes with raytraced shadows and no flicker, so any help is much appreciated.
As always thanks for reading
I have got an up-res'd pyro sim which I've copied and transformed multiple times to make a larger smoke plume. When I render it I get this strange flicker/banding issue that you can see below.
Have tried a few things that I found searching on here like lowering opacity limit and larger depth map + higher pixel samples but it still shows up. I have not tried raytraced shadows yet as it is much slower to render on my computer and I am using this project to try out some different techniques, but I'm not even sure if it's the shadows. Just lit with a key and fill area light both casting shadows. It is the first time I have tried to use depth map shadows, so maybe I'm missing a step here.
Haven't got the hip file to hand to post up (can do this evening) but from what I can remember my settings are:
- Pixel Samples - 5x5
- Opacity limit - 0.7
- Volume quality - 0.4
- Volume/Diffuse limit - 0
- Noise threshold - 0.04
- Min/Max samples 1/6
- Shadow map res - 1024
- Shadow Quality - 3
- Shadow map pixel samples - 3x3
- Pyro shader with basic settings no noise/displacement etc.
- Volume filter - box
- Volume filter width - 1
Have had plenty of luck before rendering volumes with raytraced shadows and no flicker, so any help is much appreciated.
As always thanks for reading
Houdini Lounge » Please Help us Beta Test the New Sidefx Website!
- carlo_c
- 53 posts
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From what I've road tested so far it looks good, I like the profile integration to the forum and the overall colours/design.
This is more personal taste but I too agree that there is a lot of “large” elements. I've gotten into a habit of using my browser at 90% or even 75% zoom level for when a website is too big and I'm happy to see the new site seems to scale very well
This is more personal taste but I too agree that there is a lot of “large” elements. I've gotten into a habit of using my browser at 90% or even 75% zoom level for when a website is too big and I'm happy to see the new site seems to scale very well
Work in Progress » Ground Collapse
- carlo_c
- 53 posts
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Oops sorry for the misleading image! ops:
Thanks for the input, I think you are probably right. I could have added some trees or something for scale and looking at it now I probably should have. Will definitely remember this for next time!
Thanks for the input, I think you are probably right. I could have added some trees or something for scale and looking at it now I probably should have. Will definitely remember this for next time!
Work in Progress » Ground Collapse
- carlo_c
- 53 posts
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Hello thanks for replying and watching!
I revisited this with a few crits from others too, the smoke colour being one of them. Here's the updated video link in case you or anyone else get a moment to watch it
https://vimeo.com/163508360 [vimeo.com]
I revisited this with a few crits from others too, the smoke colour being one of them. Here's the updated video link in case you or anyone else get a moment to watch it
https://vimeo.com/163508360 [vimeo.com]
Work in Progress » Ground Collapse
- carlo_c
- 53 posts
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Hey guys just wanted to share my latest personal project that I finished.
https://vimeo.com/160723071 [vimeo.com]
My aim with this one was to challenge myself to complete a shot that incorporates RBD, particles and smoke. Inspired by the awesome ground collapse shot in the halo 5 teaser trailer, I tried to do something similar in scale. All h15, rendered in Mantra and comped in fusion.
Thanks for reading and watching hopefully!
BTW the attached pic is just clipped from vimeo as the video links don't auto embed, just wanted to add something visual to the post!
https://vimeo.com/160723071 [vimeo.com]
My aim with this one was to challenge myself to complete a shot that incorporates RBD, particles and smoke. Inspired by the awesome ground collapse shot in the halo 5 teaser trailer, I tried to do something similar in scale. All h15, rendered in Mantra and comped in fusion.
Thanks for reading and watching hopefully!
BTW the attached pic is just clipped from vimeo as the video links don't auto embed, just wanted to add something visual to the post!
Technical Discussion » REFLECTION ROUGHNESS ISSUE
- carlo_c
- 53 posts
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Sorry I haven't got a solution to what you've posted (which is odd indeed), but have you tried using the Principled Shader? I find it much more controllable 90% of the time
Work in Progress » Car rig
- carlo_c
- 53 posts
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Hey all just wanted to share my finished car rig
https://vimeo.com/150671384 [vimeo.com]
It's based off the techniques I learned following 3d Buzz's Tech rigging 5.
It was a lot of fun to adapt the knowledge to my own car model, and in the end the finished rig turned out much better than my first attempts prior to watching the training.
https://vimeo.com/150671384 [vimeo.com]
It's based off the techniques I learned following 3d Buzz's Tech rigging 5.
It was a lot of fun to adapt the knowledge to my own car model, and in the end the finished rig turned out much better than my first attempts prior to watching the training.
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