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Technical Discussion » alembic and motion blur
- JasonSlab
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Houdini Lounge » Mesh relax
- JasonSlab
- 1533 posts
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Houdini Lounge » How to gamma correct the env map for the env light inside H
- JasonSlab
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hmm i wonder if SESI will ever add exposure control to their environment light or texture inputs. might be, you know a good idea or something….
Technical Discussion » no refraction attenuation in pbr
- JasonSlab
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Technical Discussion » Secondary GI cache in mantra rop in Houdini 11
- JasonSlab
- 1533 posts
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Houdini Lounge » Rendering
- JasonSlab
- 1533 posts
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Houdini Lounge » Houdini VS Softimage XSI
- JasonSlab
- 1533 posts
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Houdini Lounge » Houdini forum on CGSociety/CGTalk
- JasonSlab
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wow, how long has it been since we had a houdini forum @ cgsociety?
nice to see it back, now i might actually visit there more often
jason
nice to see it back, now i might actually visit there more often
jason
Houdini Lounge » rendering numbers
- JasonSlab
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hi
not sure i'd be using MP-PBR?
defiantly try lowering your ray samples and up your pixel samples a bit.
shading quality of 8 is huge, i generally get away with it set to 1.
check out this thread posted here a few days ago, Jason Iversen posted some usefull settings here
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21548 [sidefx.com]
jason
not sure i'd be using MP-PBR?
defiantly try lowering your ray samples and up your pixel samples a bit.
shading quality of 8 is huge, i generally get away with it set to 1.
check out this thread posted here a few days ago, Jason Iversen posted some usefull settings here
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21548 [sidefx.com]
jason
Houdini Lounge » why mantra renderer is so so so slow?
- JasonSlab
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hey
thx Jason, i did some tests on Friday, it definitely seems to help lowering Ray samples and increasing Pixel samples and just not really messing with the Noise Limit. thx for the info!
yes i'm using gamma 2.2, my environment is also a large room, but very dark, only the area around the character is illuminated.
i'm finding it's easier to get smoother renders with more “ambient” scenes, dark contrasty seems to be a bit more tricky, especially with glossy surfaces.
jason
thx Jason, i did some tests on Friday, it definitely seems to help lowering Ray samples and increasing Pixel samples and just not really messing with the Noise Limit. thx for the info!
yes i'm using gamma 2.2, my environment is also a large room, but very dark, only the area around the character is illuminated.
i'm finding it's easier to get smoother renders with more “ambient” scenes, dark contrasty seems to be a bit more tricky, especially with glossy surfaces.
jason
Houdini Lounge » why mantra renderer is so so so slow?
- JasonSlab
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jason_iversen
I see you've already set your Diffuse and Reflection Limits way down – but I see your sampling settings aren't really ideal.
So: the I've found the relying noise variance algorithm to provide you clean illumination is not ideal. We've just done 200 shots using PBR and these are the sampling settings that worked best for us:
- Pixel Samples: 7x7 (up to 10x10 if the scene really needed it)
- Min/Max Ray Samples: 1/9 – sometimes 2/9
- Noise Level: 0.08 (this seemed good enough to us … less than film grain)
- Reflect/Diffuse Limits: 2, 2
- Color Space: Gamma 2.2
- Color Limit: 4 (your 1 is clamping way too hard)
- Photons: 2m photons for a huge room. Yours is 7m! I'm sure 1m is fine for this space. Ratio was 2.5.
interesting settings Jason, are the shot you guys rendering mainly diffused surfaces?
we're busy with some shots at the moment that have loads of reflections, i'm stil getting really noisy images with
-pixel samples 7x7
-Min/Max 6/16
my main problem is the environment is quite dark, bright lights with quick falloffs
jason
Houdini Lounge » Hair Shader's Specular still broken?
- JasonSlab
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Technical Discussion » Caustics using photon maps and pbr
- JasonSlab
- 1533 posts
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i'd also love to get some info in this department.
i've really been struggling to get sharp, blotchy free caustics in H11.
i used H10 to generate caustics for most of the shots in the Free Willy movie we did a while back, i can't remember having such difficulty getting sharp caustics.
fine grain isn't really a problem, but there seems to be a larger blotchy feel to caustics, not sure if it has something to do with ray samples when generating the photons?
i can get rid of them by bumping up the filter samples, but then they are just soft..
you can kinda see blotchy caustics here:
http://www.vimeo.com/19779854 [vimeo.com] ok maybe the resolution is a bit small, i'll try render a full hd frame later.
jason
i've really been struggling to get sharp, blotchy free caustics in H11.
i used H10 to generate caustics for most of the shots in the Free Willy movie we did a while back, i can't remember having such difficulty getting sharp caustics.
fine grain isn't really a problem, but there seems to be a larger blotchy feel to caustics, not sure if it has something to do with ray samples when generating the photons?
i can get rid of them by bumping up the filter samples, but then they are just soft..
you can kinda see blotchy caustics here:
http://www.vimeo.com/19779854 [vimeo.com] ok maybe the resolution is a bit small, i'll try render a full hd frame later.
jason
Houdini Lounge » why mantra renderer is so so so slow?
- JasonSlab
- 1533 posts
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yes, when it comes to full blown production, mantra kicks MR's ass!
i'd also like to see some comparisons?
jason
i'd also like to see some comparisons?
jason
Technical Discussion » Houdini's Global Illumination
- JasonSlab
- 1533 posts
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Houdini Lounge » Autodesk acquiring Softimage - Great time for Houdini
- JasonSlab
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markJColdrickI've heard of USB ports, Serial ports and even display ports. I didn't realize there were Houdini ports too. And the iPhone has one? Cool!
Btw, Apple released a new type of phone called the iPhone - any news of a Houdini port?
yeah there is a houdini port, but i'm afraid you have to have attended
Hogwarts School of Witchcraft and Wizardry to be able to see them…
Houdini Lounge » physical sss buzzing
- JasonSlab
- 1533 posts
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hey
thx for te debugging tips!!
i thought with PBR you shouldn't need to adjust your light's sampling quality?
i'll try bump up my SSS global light quality, i'm curious to see if i can actually use SSS for a couple thousand leaves!
thx again
jason
thx for te debugging tips!!
i thought with PBR you shouldn't need to adjust your light's sampling quality?
i'll try bump up my SSS global light quality, i'm curious to see if i can actually use SSS for a couple thousand leaves!
thx again
jason
Houdini Lounge » physical sss buzzing
- JasonSlab
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Houdini Lounge » physical sss buzzing
- JasonSlab
- 1533 posts
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looks like it's most pretty much a point cloud auto size Factor issue, i bumped it up to 128 and it seems fine, but now it's just to slow for trees
at the moment i'm looking at changing my shader to use Physically based phase(henyeygreenstein), not as sexss as i want it, but the trees are more background in the shot
thx
jason
at the moment i'm looking at changing my shader to use Physically based phase(henyeygreenstein), not as sexss as i want it, but the trees are more background in the shot
thx
jason
Houdini Lounge » physical sss buzzing
- JasonSlab
- 1533 posts
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yeah i'm rendering some frames locally now to test
the leaf is quite thin, so maybe this is the problem, i'll set-up a simpler scene to test and post
jason
the leaf is quite thin, so maybe this is the problem, i'll set-up a simpler scene to test and post
jason
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