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Houdini Indie and Apprentice » COP to Light Projection Map
- Niall Cochrane
- 21 posts
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Houdini Indie and Apprentice » COP to Light Projection Map
- Niall Cochrane
- 21 posts
- Offline
Hi
Is it possible to create a Cop network and have it link to the Projection Map of a light ?
If possible to save time, I would like to be able to work within Houdini instead of going to Photoshop to make changes to the projection map.
Thanks
N
Is it possible to create a Cop network and have it link to the Projection Map of a light ?
If possible to save time, I would like to be able to work within Houdini instead of going to Photoshop to make changes to the projection map.
Thanks
N
Houdini Indie and Apprentice » Sky Rig Bounding Box
- Niall Cochrane
- 21 posts
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Houdini Indie and Apprentice » Sky Rig Bounding Box
- Niall Cochrane
- 21 posts
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Hi
I am creating a Sky Rig from a sphere but the clouds sit hard up against the bounding box and create vertical edges. As much as I have tried, I can't find a solution to extending the bounding box so that the clouds taper off in a more natural way.
If anyone has any ideas on how to do this, I would be most thankful.
N
I am creating a Sky Rig from a sphere but the clouds sit hard up against the bounding box and create vertical edges. As much as I have tried, I can't find a solution to extending the bounding box so that the clouds taper off in a more natural way.
If anyone has any ideas on how to do this, I would be most thankful.
N
Houdini Indie and Apprentice » Rendering & Saving Passes
- Niall Cochrane
- 21 posts
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Hi
I am using Houdini Indie and have a scene that I am rendering but want to have it render on screen and save out the render passes when it is finished. What is the best way to do this ?
I would like to see the image when it is rendering but I am not sure if Mplay saves the passes automatically when it is done.
If I use Render to Disk then I can't see the render and it doesn't always save all the passes and it adds a watermark which I thought was not meant to be present with Indie.
Another thing is that when I render to Mplay and the passes are available from the dropdown, when I try to save them individually it only saves the rgb/colour - is this normal or am I spectacularly inept ?
Any advice/help would be greatly appreciated.
Thanks
N
I am using Houdini Indie and have a scene that I am rendering but want to have it render on screen and save out the render passes when it is finished. What is the best way to do this ?
I would like to see the image when it is rendering but I am not sure if Mplay saves the passes automatically when it is done.
If I use Render to Disk then I can't see the render and it doesn't always save all the passes and it adds a watermark which I thought was not meant to be present with Indie.
Another thing is that when I render to Mplay and the passes are available from the dropdown, when I try to save them individually it only saves the rgb/colour - is this normal or am I spectacularly inept ?
Any advice/help would be greatly appreciated.
Thanks
N
Edited by Niall Cochrane - 2016年6月18日 08:57:39
Houdini Learning Materials » MPlay Render Region
- Niall Cochrane
- 21 posts
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I have animated water at the bottom of my shot which takes up about 1/5 of the scene. It will require alot more rendering time than everything else so essentially, I want to have the GI lights etc.. adding to the light on the water but would like to render it separately so that I don't have to render it ever time.
Usually I would render a region in Vray for this but Mplay doesn't seem to have this functionality, how would this be done in Houdini ?
Usually I would render a region in Vray for this but Mplay doesn't seem to have this functionality, how would this be done in Houdini ?
Work in Progress » FEM Cushions and Dirt mask
- Niall Cochrane
- 21 posts
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That looks amazing ! If I didn't know it was a sim I wouldn't thing it was anything except real.
Houdini Learning Materials » MPlay Render Region
- Niall Cochrane
- 21 posts
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Houdini Learning Materials » Handheld Camera Effect
- Niall Cochrane
- 21 posts
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Ok thanks Rob.
I am using the apprentice version so I am locked to 720p, I think I will invest in the Indi version soon for the extra res.
Personally I would rather not bake in camera shake so I think I will air on the side of caution especially when the renders are taking so long to get rid of the noise.
I am using the apprentice version so I am locked to 720p, I think I will invest in the Indi version soon for the extra res.
Personally I would rather not bake in camera shake so I think I will air on the side of caution especially when the renders are taking so long to get rid of the noise.
Houdini Learning Materials » Handheld Camera Effect
- Niall Cochrane
- 21 posts
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Houdini Learning Materials » Handheld Camera Effect
- Niall Cochrane
- 21 posts
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Enivob - thanks for your explanation, it really helps to know what each part of the expression means.
Arctor - That's the functionality I was looking for !
I need to test both of these approaches out.
Arctor - That's the functionality I was looking for !
I need to test both of these approaches out.
Houdini Learning Materials » Handheld Camera Effect
- Niall Cochrane
- 21 posts
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Hi
I am trying to give my camera in Houdini a handheld effect and was wondering what the best way would be to go about this.
Normally I would have added noise to a null and linked the camera target to the null but I'm not making any progress in how to translate that to Houdini.
The other option would be to write an expression in the translate parameters of the null and set the camera to look at the null but I am hopeless at expressions.
Any ideas would be great to hear.
Thanks
N
I am trying to give my camera in Houdini a handheld effect and was wondering what the best way would be to go about this.
Normally I would have added noise to a null and linked the camera target to the null but I'm not making any progress in how to translate that to Houdini.
The other option would be to write an expression in the translate parameters of the null and set the camera to look at the null but I am hopeless at expressions.
Any ideas would be great to hear.
Thanks
N
Houdini Learning Materials » Render Problem
- Niall Cochrane
- 21 posts
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Houdini Learning Materials » Render Problem
- Niall Cochrane
- 21 posts
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Thanks for having a look.
So, if my geometry is low poly what would you regard as an appropriate poly count for the geo to render correctly ?
I have some boxes that represent buildings in the distance and they have 12x12x6 divisions, they also needed a normal node for them to render correctly.
The only thing I can think of is that I have not done something correctly at some point.
So, if my geometry is low poly what would you regard as an appropriate poly count for the geo to render correctly ?
I have some boxes that represent buildings in the distance and they have 12x12x6 divisions, they also needed a normal node for them to render correctly.
The only thing I can think of is that I have not done something correctly at some point.
Houdini Learning Materials » Render Problem
- Niall Cochrane
- 21 posts
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Houdini Learning Materials » Render Problem
- Niall Cochrane
- 21 posts
- Offline
Houdini Learning Materials » Render Problem
- Niall Cochrane
- 21 posts
- Offline
Hi
Thanks, adding the normal node did the trick although some needed the cusp angle to be reduced to get the desired effect.
I really don't know why this happened because the geometry is very basic and all of it has been created from a box or a grid. Some of the geometry is just boxes with no additional nodes - they needed a normal node to be added for it to render properly.
N
Thanks, adding the normal node did the trick although some needed the cusp angle to be reduced to get the desired effect.
I really don't know why this happened because the geometry is very basic and all of it has been created from a box or a grid. Some of the geometry is just boxes with no additional nodes - they needed a normal node to be added for it to render properly.
N
Houdini Learning Materials » Render Problem
- Niall Cochrane
- 21 posts
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Hi
I used Edgecusp nodes to get rid of the black areas as you can see in the second render. The problem is now that I have facetted faces where some of the geometry is meant to be smooth.
I used Edgecusp nodes to get rid of the black areas as you can see in the second render. The problem is now that I have facetted faces where some of the geometry is meant to be smooth.
Houdini Learning Materials » Render Problem
- Niall Cochrane
- 21 posts
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Hi
I am rendering a very basic scene but get dark areas as you can see in the render. I also get an error that says “Unknown operator type: Object/geo”
Does anyone know why this is and how to fix it ?
I have an Env light and an Area light.
Thanks
N
I am rendering a very basic scene but get dark areas as you can see in the render. I also get an error that says “Unknown operator type: Object/geo”
Does anyone know why this is and how to fix it ?
I have an Env light and an Area light.
Thanks
N
Houdini Learning Materials » Render Passes/Elements
- Niall Cochrane
- 21 posts
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