Found 250 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Whitewater issue
-
- Lewul
- 250 posts
- Offline
Technical Discussion » Some questions about rendering (Mantra)
-
- Lewul
- 250 posts
- Offline
Chevita : Thanks !
Yes for testing purposes this is the kind of settings that I adopt.
Jeff :
Oh okay I didn't know !
I'm sorry, about the lights I have “sphere” light, not “point”, my mistake.
Final render (I think) :
Pixel Sample : 5*5
Min Ray : 1
Max Ray : 24
Noise Level : 0.005
Transparent Sampling : 5
I added some effect (grain, dop, glow, etc).
And my last questions :
- What are the limit of samples ? For example with lights : can we go higher than 10 ? Or is there a limit that we don't want to cross ? I saw a tutorial where Peter Quint was setting samples for light to 50… but isn't it to much ?
- How can I reach the beauty ? Which passes will give me the beauty, I mean.
- Is there a way to “reload” my photon map ? It's for caustics, when I'm rendering caustics Mantra doesn't always recompute my photons, how can I force him to delete my photon map and create a new one ? All this in the ipr.
Yes for testing purposes this is the kind of settings that I adopt.
Jeff :
PBR doesn't use GI methods. It is an unbiased renderer.
Oh okay I didn't know !
I'm sorry, about the lights I have “sphere” light, not “point”, my mistake.
Final render (I think) :
Pixel Sample : 5*5
Min Ray : 1
Max Ray : 24
Noise Level : 0.005
Transparent Sampling : 5
I added some effect (grain, dop, glow, etc).
And my last questions :
- What are the limit of samples ? For example with lights : can we go higher than 10 ? Or is there a limit that we don't want to cross ? I saw a tutorial where Peter Quint was setting samples for light to 50… but isn't it to much ?
- How can I reach the beauty ? Which passes will give me the beauty, I mean.
- Is there a way to “reload” my photon map ? It's for caustics, when I'm rendering caustics Mantra doesn't always recompute my photons, how can I force him to delete my photon map and create a new one ? All this in the ipr.
Technical Discussion » Some questions about rendering (Mantra)
-
- Lewul
- 250 posts
- Offline
Well about the “sparkles” I think you mean the reflection on top of the littles bumps everywhere, all my shaders have bump. But I won't use the GI at the end, because it's already taking too much time.
It depends for reflections settings in my shaders, but it's always 1 in Reflection Quality. My render is already taking a lot of time so I don't want to go higher… The thing is that I don't know how much it can increase the render time, so I don't touch to these settings (and to be honest it doesn't change a lot when I'm at 6 in the Reflection Quality of the wall, but my Reflection Angle is set to 0, so I think in this case Reflection Quality set to 1 or above doesn't change anything, right ?). It's the same for the light, is 50 too high ?
For the lights I have mostly point lights, and 2 area, and some geometry lights (geometry lights are heavy for the render ?).
Thanks a lot !
It depends for reflections settings in my shaders, but it's always 1 in Reflection Quality. My render is already taking a lot of time so I don't want to go higher… The thing is that I don't know how much it can increase the render time, so I don't touch to these settings (and to be honest it doesn't change a lot when I'm at 6 in the Reflection Quality of the wall, but my Reflection Angle is set to 0, so I think in this case Reflection Quality set to 1 or above doesn't change anything, right ?). It's the same for the light, is 50 too high ?
For the lights I have mostly point lights, and 2 area, and some geometry lights (geometry lights are heavy for the render ?).
Thanks a lot !
Technical Discussion » Some questions about rendering (Mantra)
-
- Lewul
- 250 posts
- Offline
This is where I am.
The render is taking a looooong time… And there is no GI, but maybe it's because of the reflection ?
The render is taking a looooong time… And there is no GI, but maybe it's because of the reflection ?
Technical Discussion » Some questions about rendering (Mantra)
-
- Lewul
- 250 posts
- Offline
Technical Discussion » Some questions about rendering (Mantra)
-
- Lewul
- 250 posts
- Offline
Hi everyone,
I'm currently working on a new project, my goal is to render and entire scene in Houdini (the modeling and UV were done in Maya), and then add some water (ouh yeah).
I have some questions about the render :
- Why is there those little dots (points ?) appearing everywhere on my image ? EDIT Oh guess what ! It seems that the problem is coming from the diffuse limit set to 1, if I set it back to 0 everything looks fine !
My samples are pretty high :
Pixel Samples : 8*8
Min Ray Samples : 3
Max Ray Samples : 9
Noise level : 0.01
Transparent Sampling : 3
And my diffuse limit is set to 1
I'm rendering with PBR. And for the light, my sampling are around 50 (just for testing, because of those points appearing everywhere), and my reflection samples on my shaders are set to 10. Oh and most of my lights are point lights.
- What are the limit of samples ? For example with lights : can we go higher than 10 ? Or is there a limit that we don't want to cross ? I saw a tutorial where Peter Quint was setting samples for light to 50… but isn't it to much ?
- Strange thing also, I noticed that when I'm rendering without depth of field, my render is taking the same time as if I was rendering with dof… So my question : is Mantra fast for rendering dof or is it slow for all renders (which make me feel that with dof it's super fast !) ? And it was fast to with motion blur.
- Is there a way to “reload” my photon map ? It's for caustics, when I'm rendering caustics Mantra doesn't always recompute my photons, how can I force him to delete my photon map and create a new one ? All this in the ipr.
My computer configuration :
16go ram
AMD FX 8350
GTX 770 4Go OC
Win 7 64bit
Sorry but I won't share my file this time (or not for the moment), I think you can understand for this particular project.
Thanks a lot !
I'm currently working on a new project, my goal is to render and entire scene in Houdini (the modeling and UV were done in Maya), and then add some water (ouh yeah).
I have some questions about the render :
- Why is there those little dots (points ?) appearing everywhere on my image ? EDIT Oh guess what ! It seems that the problem is coming from the diffuse limit set to 1, if I set it back to 0 everything looks fine !
My samples are pretty high :
Pixel Samples : 8*8
Min Ray Samples : 3
Max Ray Samples : 9
Noise level : 0.01
Transparent Sampling : 3
And my diffuse limit is set to 1
I'm rendering with PBR. And for the light, my sampling are around 50 (just for testing, because of those points appearing everywhere), and my reflection samples on my shaders are set to 10. Oh and most of my lights are point lights.
- What are the limit of samples ? For example with lights : can we go higher than 10 ? Or is there a limit that we don't want to cross ? I saw a tutorial where Peter Quint was setting samples for light to 50… but isn't it to much ?
- Strange thing also, I noticed that when I'm rendering without depth of field, my render is taking the same time as if I was rendering with dof… So my question : is Mantra fast for rendering dof or is it slow for all renders (which make me feel that with dof it's super fast !) ? And it was fast to with motion blur.
- Is there a way to “reload” my photon map ? It's for caustics, when I'm rendering caustics Mantra doesn't always recompute my photons, how can I force him to delete my photon map and create a new one ? All this in the ipr.
My computer configuration :
16go ram
AMD FX 8350
GTX 770 4Go OC
Win 7 64bit
Sorry but I won't share my file this time (or not for the moment), I think you can understand for this particular project.
Thanks a lot !
Houdini Learning Materials » Emission by attribute
-
- Lewul
- 250 posts
- Offline
So when there are more than one dopnet, if we enable all the dopnet at the same time they solve everything at the same time alsow ? I mean one dopnet doesn't solve before an other ?
I'm gonna have a very thin smoke where the bottle is melting I think, maybe i'ts not realistic, but if it looks cool…
Thanks a lot Lari ! And thanks Jeff for the links !
I'm gonna have a very thin smoke where the bottle is melting I think, maybe i'ts not realistic, but if it looks cool…
Thanks a lot Lari ! And thanks Jeff for the links !
Houdini Learning Materials » Emission by attribute
-
- Lewul
- 250 posts
- Offline
Oh that's smart !
If I had more imagination sometimes…
But, is it possible to do it only in one dopnet ?
How can fluid and smoke can interact with each other when we have two dopnet ?
If my current simulation is the “AutoDopNetwork”, and not the “AutoDopNetwork1” or “AutoDopNetwork2”, does it means that all the dopnet will solve together ?
Again, thanks a lot Lari !
EDIT : it seems like glass doesn't emit smoke when it's melting… Too bad I would have been cool. (BUT I can do what I want !)
If I had more imagination sometimes…
But, is it possible to do it only in one dopnet ?
How can fluid and smoke can interact with each other when we have two dopnet ?
If my current simulation is the “AutoDopNetwork”, and not the “AutoDopNetwork1” or “AutoDopNetwork2”, does it means that all the dopnet will solve together ?
Again, thanks a lot Lari !
EDIT : it seems like glass doesn't emit smoke when it's melting… Too bad I would have been cool. (BUT I can do what I want !)
Houdini Learning Materials » Emission by attribute
-
- Lewul
- 250 posts
- Offline
Hi Lari !
No I'm melting a glass bottle ! But does a bottle actually emit smoke when melting ?
Thanks a lot for the scene !
No I'm melting a glass bottle ! But does a bottle actually emit smoke when melting ?
Thanks a lot for the scene !
Houdini Learning Materials » Emission by attribute
-
- Lewul
- 250 posts
- Offline
Hi everyone,
I'm currently melting an object and I want to emit smoke from a certain area of this object, more precisely from the part where there is a high viscosity amount.
Is there a simple way to emit smoke where there is a certain attribute ?
Thanks a lot,
Lewul.
I'm currently melting an object and I want to emit smoke from a certain area of this object, more precisely from the part where there is a high viscosity amount.
Is there a simple way to emit smoke where there is a certain attribute ?
Thanks a lot,
Lewul.
Houdini Indie and Apprentice » Houdini Console : >>>
-
- Lewul
- 250 posts
- Offline
Houdini Indie and Apprentice » Houdini Console : >>>
-
- Lewul
- 250 posts
- Offline
Oh excuse me, I did it in the little window at the bottom of the screen…
I'll try that ! Thanks.
I'll try that ! Thanks.
Houdini Indie and Apprentice » Houdini Console : >>>
-
- Lewul
- 250 posts
- Offline
Houdini Indie and Apprentice » Houdini Console : >>>
-
- Lewul
- 250 posts
- Offline
Houdini Indie and Apprentice » Houdini Console : >>>
-
- Lewul
- 250 posts
- Offline
Hello everyone,
My Houdini Console is displaying me this message :
“>>>
>>>
>>>
>>>
>>>
…”
(it just never stops).
So my questions :
First, is it bad ? :?
Then, how can I disable this message ? (I can't close the window it always show up when I close it)
Thansk,
Lewul
My Houdini Console is displaying me this message :
“>>>
>>>
>>>
>>>
>>>
…”
(it just never stops).
So my questions :
First, is it bad ? :?
Then, how can I disable this message ? (I can't close the window it always show up when I close it)
Thansk,
Lewul
Houdini Learning Materials » Travel_Particle's
-
- Lewul
- 250 posts
- Offline
Houdini Learning Materials » Travel_Particle's
-
- Lewul
- 250 posts
- Offline
Houdini Learning Materials » Travel_Particle's
-
- Lewul
- 250 posts
- Offline
You have different forces in the “drive particles”, and if you want your particles to stick you must add a collision node in the popnet and change behavior to “Stick on Collision”.
Houdini Learning Materials » Updated tutorials?
-
- Lewul
- 250 posts
- Offline
Work in Progress » Snack Cake | Meshing WIP
-
- Lewul
- 250 posts
- Offline
-
- Quick Links