Does anyine here use Shaderman to write shaders to use with Houdini and PRMAN. If so, can you desctibe how to properly config Shaderman, PRMAN, and Houdini, and where to put shaders.
I want to know the proccess.
DR
Found 13291 posts.
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Technical Discussion » Shaderman
- Dave_ah
- 436 posts
- Offline
Houdini Lounge » Forum and Daylight Savings?
- goldfarb
- 3455 posts
- Offline
the forum seems to think I'm in the past…?….
does the forum obey DST?…no big deal but I got really confused for a few seconds…
does the forum obey DST?…no big deal but I got really confused for a few seconds…
Technical Discussion » Tips for HD/DVD project
- xiondebra
- 543 posts
- Offline
Hi,
I was wondering if anyone would have any tips for rendering and compositing in HD resolutions for DVD. Having worked entirely in NTSC/VHS/DV, I've often been disappointed between the image quality on video vs. computer monitor.
A few questios:
1) Should I render in 1920X1080 or is 1280X720 “good” enough“?
2) Are there the same issues of ”hot" colors like in VHS/NTSC that have to be corrected? Or is there a different color model considering it's all digital?
3) Has anyone had success with COPS2 at HD resolutions? If not, what app would you recommend for compositing?
I really want to sinking my teeth into compositing and HD, any advice will be most appreciated!
Thanks!
–Mark
I was wondering if anyone would have any tips for rendering and compositing in HD resolutions for DVD. Having worked entirely in NTSC/VHS/DV, I've often been disappointed between the image quality on video vs. computer monitor.
A few questios:
1) Should I render in 1920X1080 or is 1280X720 “good” enough“?
2) Are there the same issues of ”hot" colors like in VHS/NTSC that have to be corrected? Or is there a different color model considering it's all digital?
3) Has anyone had success with COPS2 at HD resolutions? If not, what app would you recommend for compositing?
I really want to sinking my teeth into compositing and HD, any advice will be most appreciated!
Thanks!
–Mark
Technical Discussion » Influence Object Skinning
- MatrixNAN
- 405 posts
- Offline
Does anyone know how to do influence objects to deform a skin? You can do this in maya so I assume you can do this in Houdini also. The idea is basically that as the influence object, say a muscle, collides with the skin the skin deforms around the object. Does anyone know how to do this? Also if anyone knows how to do cloth and fur in Houdini I would be interested in knowing how or where I can get information in these areas for Houdini.
Cheers,
Nate Nesler 8)
Cheers,
Nate Nesler 8)
Technical Discussion » ati radeon mobility experience
- sipi
- 8 posts
- Offline
Hmm, I tried to run on a Dell Inspiron 8200 laptop computer:
winXP, ati radeon mobility 9000 64MB, 1GB RAM, 1.8Mhz P4, latest dell ati drivers…
Its running quite well relative its a laptop, but there are some annoying issue:
In the parameter window if its not fit to it, (the scrollbar visible), it doesn't refresh when I switch to an other category (e.g from transformation to shading), if all the parameter fits to the window pane then its working fine.
It should be some double buffer issue, when I switch off the double buffering its working well, but then the 3D viewport looks awful during any interaction.
Xray function has no effect at all. (in Maya xray working well on the same machine)
any idea?
sip
winXP, ati radeon mobility 9000 64MB, 1GB RAM, 1.8Mhz P4, latest dell ati drivers…
Its running quite well relative its a laptop, but there are some annoying issue:
In the parameter window if its not fit to it, (the scrollbar visible), it doesn't refresh when I switch to an other category (e.g from transformation to shading), if all the parameter fits to the window pane then its working fine.
It should be some double buffer issue, when I switch off the double buffering its working well, but then the 3D viewport looks awful during any interaction.
Xray function has no effect at all. (in Maya xray working well on the same machine)
any idea?
sip
Technical Discussion » Why is POP not correctly reading popnetstate?
- Dave_ah
- 436 posts
- Offline
Houdini particles are killin' me. Everytime I think I got things under control, Houdini throws me a curve ball. It is so confusing and frustrating.
This time is POP SOP.
In my popnet I have particles finally doing what I want them to do. The popnet terminates on RENDER POP, which is called Render1.
In Geometry I have a POP SOP which reads popnet1/render1.
But the displayed particle state is tottally different then whats displayed.
In my popnet I have a repulsion field (Attractor with negative setting) and its working fine. At Render1 POP (which is active) the particle state displayes the repulsed particles. But in POP SOP the repulsion is not shown, as if particles are not being affected by repulsion. I hope this is not some bug, I stumbled on. Whats odd, what it was working before, then just stopped.
Another problem.
I have my project set from 0-690, with 90-690 being the actual project, the preceeding 90 frames I am using as pre-roll for particles.
The animation of objects start at frame 90. The popnets start at 0.
For some reason, the particle dynamics quit after frame 450! After 450, all the forces I have acting on the popnet emmitter no longer affect it, and I am unable to find the reason.
I feel like I am fighting the application.
This time is POP SOP.
In my popnet I have particles finally doing what I want them to do. The popnet terminates on RENDER POP, which is called Render1.
In Geometry I have a POP SOP which reads popnet1/render1.
But the displayed particle state is tottally different then whats displayed.
In my popnet I have a repulsion field (Attractor with negative setting) and its working fine. At Render1 POP (which is active) the particle state displayes the repulsed particles. But in POP SOP the repulsion is not shown, as if particles are not being affected by repulsion. I hope this is not some bug, I stumbled on. Whats odd, what it was working before, then just stopped.
Another problem.
I have my project set from 0-690, with 90-690 being the actual project, the preceeding 90 frames I am using as pre-roll for particles.
The animation of objects start at frame 90. The popnets start at 0.
For some reason, the particle dynamics quit after frame 450! After 450, all the forces I have acting on the popnet emmitter no longer affect it, and I am unable to find the reason.
I feel like I am fighting the application.
Technical Discussion » Any nice soul out there lend me there IRIX disks...
- zepher
- 6 posts
- Offline
Technical Discussion » Sub surface scttering
- harlequin
- 87 posts
- Offline
Technical Discussion » Stats on the VEX noise() function.
- Mario Marengo
- 941 posts
- Offline
The VEX docs don't currently include any stats on the various noise functions.
Anyone writing a vex library dealing with noise has probably either guessed at those values, or simply generated their own. Generating your own is a bit of a pain though, so not everyone goes through with it.
I recently had to do some porting of the fBm() family of functions (from PRMan to VEX), and had to generate my own stats; so I'm including them here in case someone finds them useful…. (I also get to try posting images to the forum ).
I've only needed to do noise(), so it's the only one I have for now….
Also; I haven't done a power spectrum… but you're welcome to contribute
—————————————————————————-
At a glance:
—||————-|————-|————-|————-|
|| Average | Min | Max | StdDev |
—||————-|————-|————-|————-|
1D || 0.500622 | 0.230801 | 0.764858 | 0.078628 |
—||————-|————-|————-|————-|
2D || 0.500181 | 0.133608 | 0.872062 | 0.096241 |
—||————-|————-|————-|————-|
3D || 0.500015 | 0.080738 | 0.938078 | 0.100296 |
—||————-|————-|————-|————-|
4D || 0.499978 | 0.105358 | 0.943282 | 0.099715 |
—||——————————————————–
Histograms:
(normalized to the highest population.)
The data was gathered from 380160 samples covering ~100 units in each dimension. The distribution was random (using nrandom()). The number of samples is simply the number taken by Mantra to do a full D1 (740x486) frame at the default shading rate. The samples were then reassembled into 1000 “slots” using weighted averages.
The ranges shown are the absolute extremes recorded; this doesn't mean the can't be “eaten into” somewhat – we're talking about ~.01% of the hits landing at those extremes.
Mapping Curves:
Vex doesn't support arrays (yet? ), so you can't use the data directly. Luckily, these curves can be approximated pretty closely (well… the 1D case is not all that close, actually… but close enough?) with a “standard” power-ease function (likely the equiv of raising the result of VEX's smooth() function to some power, though I haven't checked this… so “caveat emptor”). The function mentioned in the graph below “itp_easep()” is just such an ease function, and has the following signature:
float itp_easep( float v1, float v2, float amount, float power);
EDIT:
Actually, I just realized that my little itp_easep() function (which I wrote a loooong time ago) is not very standard at all!
So; here goes the definition of that function (it's just two power functions joined in the middle, with one half the reverse of the other:
float itp_easep(float t1, float t2, float tcurr, float k) {
float tmp=clamp((tcurr-t1)/(t2-t1),0,1);
if(tmp<=.5)return pow(tmp*2,k)*.5;
return 1-(pow((1-tmp)*2,k)*.5);
}
A power of 1 gives linear interp, 2 is close to what you get with smooth(), and so on. Values <1 (but >0) go the other way.
So… nope; using the power version of vex::smooth() would *not* give the same results.
This puppy is circa 1994 or so… and I have *no idea* what drove me to write it that way; but there you have it. :roll:
However; it does a much better job of approximating the curves than the standard smooth/ease functions.
EDIT_END
The data:
This is in “.clip” format so you can read them directly into chops.
These are 100-step (step=0.01) histograms, so the curves will look smoother than the ones above.
###############################################################
# 1D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500622
# Variance: 0.006182
# Standard Deviation: 0.078628
# Highest Pop: 4753.738000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F1_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.002245 0.002058 0.001192 0.001001 0.004763 0.030034 0.026079 0.027418 0.045455 0.061347 0.080178 0.092453 0.081482 0.097738 0.097027 0.128490 0.136344 0.165633 0.222066 0.251421 0.288365 0.329452 0.418484 0.575634 0.626735 0.633711 0.777054 1.000000 0.771945 0.709348 0.607841 0.517840 0.410206 0.319801 0.279858 0.255485 0.224064 0.143933 0.096267 0.130723 0.100700 0.107149 0.076993 0.070557 0.060141 0.073390 0.071131 0.046027 0.029878 0.013330 0.013560 0.005117 0.001055 0.000903 0.000264 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F1_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000198 0.000379 0.000484 0.000573 0.000993 0.003641 0.005940 0.008358 0.012366 0.017775 0.024844 0.032996 0.040181 0.048799 0.057354 0.068683 0.080705 0.095309 0.114889 0.137058 0.162484 0.191532 0.228431 0.279187 0.334448 0.390324 0.458839 0.547011 0.615076 0.677621 0.731216 0.776876 0.813045 0.841242 0.865918 0.888445 0.908202 0.920893 0.929381 0.940907 0.949786 0.959234 0.966022 0.972243 0.977546 0.984017 0.990289 0.994347 0.996982 0.998157 0.999353 0.999804 0.999897 0.999977 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
###############################################################
# 2D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500181
# Variance: 0.009262
# Standard Deviation: 0.096241
# Highest Pop: 1790.664000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F2_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000028 0.000122 0.000162 0.000106 0.000218 0.000059 0.000274 0.000655 0.001485 0.002255 0.003588 0.004288 0.007439 0.012203 0.015884 0.025352 0.034406 0.044183 0.062476 0.082840 0.098359 0.117990 0.149053 0.184533 0.215427 0.244724 0.286298 0.314445 0.361522 0.407039 0.452586 0.505367 0.548137 0.590472 0.647604 0.706804 0.759548 0.812172 0.872257 0.919622 0.958349 1.000000 0.963377 0.922290 0.891017 0.834239 0.793038 0.728635 0.679059 0.609597 0.548920 0.496146 0.453007 0.399705 0.353106 0.315705 0.278033 0.247265 0.204562 0.177298 0.151885 0.130074 0.103540 0.079676 0.059687 0.043629 0.031968 0.023804 0.016086 0.013229 0.009592 0.004379 0.003043 0.001847 0.001343 0.000534 0.000460 0.000264 0.000123 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F2_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000001 0.000007 0.000014 0.000019 0.000029 0.000032 0.000044 0.000074 0.000141 0.000244 0.000406 0.000601 0.000939 0.001493 0.002215 0.003366 0.004928 0.006935 0.009772 0.013534 0.018001 0.023359 0.030128 0.038508 0.048291 0.059404 0.072405 0.086685 0.103103 0.121587 0.142140 0.165090 0.189982 0.216797 0.246206 0.278304 0.312796 0.349679 0.389290 0.431052 0.474573 0.519985 0.563734 0.605618 0.646081 0.683965 0.719979 0.753068 0.783906 0.811589 0.836516 0.859048 0.879620 0.897771 0.913806 0.928143 0.940769 0.951998 0.961288 0.969339 0.976237 0.982144 0.986846 0.990464 0.993175 0.995156 0.996608 0.997689 0.998419 0.999020 0.999455 0.999654 0.999792 0.999876 0.999937 0.999962 0.999982 0.999994 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
###############################################################
# 3D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500015
# Variance: 0.010059
# Standard Deviation: 0.100296
# Highest Pop: 1578.500000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F3_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000037 0.000123 0.000422 0.000685 0.001248 0.002510 0.003916 0.004811 0.006070 0.010295 0.018088 0.025762 0.035861 0.044110 0.060203 0.074378 0.090974 0.122607 0.147435 0.174825 0.206790 0.236697 0.279901 0.324030 0.363813 0.411561 0.465354 0.513959 0.567751 0.622045 0.675084 0.735716 0.801255 0.849787 0.889913 0.929477 0.963542 0.993425 1.000000 0.996568 0.954767 0.925325 0.894760 0.852170 0.816884 0.749992 0.702860 0.648880 0.578882 0.520851 0.469637 0.424586 0.383052 0.329244 0.297550 0.256724 0.219398 0.187291 0.155669 0.125576 0.100248 0.079951 0.065369 0.047995 0.037169 0.026767 0.022329 0.015738 0.010870 0.007720 0.004606 0.001779 0.000838 0.000864 0.000229 0.000373 0.000049 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F3_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000002 0.000007 0.000024 0.000052 0.000102 0.000204 0.000364 0.000560 0.000807 0.001226 0.001962 0.003011 0.004470 0.006266 0.008716 0.011744 0.015447 0.020437 0.026438 0.033554 0.041971 0.051606 0.062999 0.076188 0.090996 0.107748 0.126689 0.147609 0.170719 0.196038 0.223516 0.253462 0.286076 0.320665 0.356887 0.394720 0.433940 0.474375 0.515079 0.555642 0.594504 0.632168 0.668588 0.703274 0.736524 0.767051 0.795660 0.822071 0.845634 0.866834 0.885950 0.903232 0.918823 0.932225 0.944336 0.954786 0.963716 0.971339 0.977675 0.982787 0.986867 0.990121 0.992782 0.994736 0.996249 0.997338 0.998247 0.998888 0.999330 0.999644 0.999832 0.999904 0.999938 0.999973 0.999983 0.999998 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
###############################################################
# 4D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.499978
# Variance: 0.009943
# Standard Deviation: 0.099715
# Highest Pop: 1548.046000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F4_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000012 0.000246 0.000742 0.000847 0.000844 0.001279 0.001694 0.002297 0.003345 0.006180 0.009538 0.010703 0.016767 0.022965 0.028571 0.039932 0.051898 0.067403 0.086093 0.108445 0.137303 0.169761 0.205641 0.251942 0.292746 0.340985 0.391007 0.432982 0.486582 0.545669 0.601162 0.667632 0.724835 0.780553 0.846369 0.892391 0.927311 0.942968 0.965462 0.979918 1.000000 0.983420 0.976504 0.949250 0.921267 0.887076 0.836389 0.778718 0.715137 0.660345 0.599298 0.542786 0.479091 0.433089 0.381252 0.342628 0.290684 0.249994 0.207826 0.184367 0.152494 0.129394 0.105463 0.081894 0.062983 0.046957 0.035568 0.028333 0.020613 0.014703 0.010851 0.007759 0.005321 0.003733 0.001372 0.000911 0.000664 0.000444 0.000656 0.000376 0.000093 0.000059 0.000064 0.000002 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F4_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000010 0.000040 0.000073 0.000107 0.000158 0.000225 0.000316 0.000449 0.000695 0.001074 0.001499 0.002165 0.003077 0.004212 0.005798 0.007860 0.010538 0.013958 0.018266 0.023720 0.030464 0.038633 0.048642 0.060271 0.073817 0.089350 0.106550 0.125880 0.147557 0.171438 0.197960 0.226754 0.257762 0.291384 0.326835 0.363673 0.401132 0.439486 0.478413 0.518138 0.557205 0.595997 0.633706 0.670304 0.705543 0.738769 0.769704 0.798113 0.824346 0.848153 0.869715 0.888747 0.905952 0.921097 0.934708 0.946256 0.956187 0.964443 0.971767 0.977825 0.982965 0.987155 0.990408 0.992910 0.994775 0.996188 0.997314 0.998133 0.998717 0.999148 0.999456 0.999667 0.999816 0.999870 0.999906 0.999933 0.999950 0.999976 0.999991 0.999995 0.999997 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
Anyone writing a vex library dealing with noise has probably either guessed at those values, or simply generated their own. Generating your own is a bit of a pain though, so not everyone goes through with it.
I recently had to do some porting of the fBm() family of functions (from PRMan to VEX), and had to generate my own stats; so I'm including them here in case someone finds them useful…. (I also get to try posting images to the forum ).
I've only needed to do noise(), so it's the only one I have for now….
Also; I haven't done a power spectrum… but you're welcome to contribute
—————————————————————————-
At a glance:
—||————-|————-|————-|————-|
|| Average | Min | Max | StdDev |
—||————-|————-|————-|————-|
1D || 0.500622 | 0.230801 | 0.764858 | 0.078628 |
—||————-|————-|————-|————-|
2D || 0.500181 | 0.133608 | 0.872062 | 0.096241 |
—||————-|————-|————-|————-|
3D || 0.500015 | 0.080738 | 0.938078 | 0.100296 |
—||————-|————-|————-|————-|
4D || 0.499978 | 0.105358 | 0.943282 | 0.099715 |
—||——————————————————–
Histograms:
(normalized to the highest population.)
The data was gathered from 380160 samples covering ~100 units in each dimension. The distribution was random (using nrandom()). The number of samples is simply the number taken by Mantra to do a full D1 (740x486) frame at the default shading rate. The samples were then reassembled into 1000 “slots” using weighted averages.
The ranges shown are the absolute extremes recorded; this doesn't mean the can't be “eaten into” somewhat – we're talking about ~.01% of the hits landing at those extremes.
Mapping Curves:
Vex doesn't support arrays (yet? ), so you can't use the data directly. Luckily, these curves can be approximated pretty closely (well… the 1D case is not all that close, actually… but close enough?) with a “standard” power-ease function (likely the equiv of raising the result of VEX's smooth() function to some power, though I haven't checked this… so “caveat emptor”). The function mentioned in the graph below “itp_easep()” is just such an ease function, and has the following signature:
float itp_easep( float v1, float v2, float amount, float power);
EDIT:
Actually, I just realized that my little itp_easep() function (which I wrote a loooong time ago) is not very standard at all!
So; here goes the definition of that function (it's just two power functions joined in the middle, with one half the reverse of the other:
float itp_easep(float t1, float t2, float tcurr, float k) {
float tmp=clamp((tcurr-t1)/(t2-t1),0,1);
if(tmp<=.5)return pow(tmp*2,k)*.5;
return 1-(pow((1-tmp)*2,k)*.5);
}
A power of 1 gives linear interp, 2 is close to what you get with smooth(), and so on. Values <1 (but >0) go the other way.
So… nope; using the power version of vex::smooth() would *not* give the same results.
This puppy is circa 1994 or so… and I have *no idea* what drove me to write it that way; but there you have it. :roll:
However; it does a much better job of approximating the curves than the standard smooth/ease functions.
EDIT_END
The data:
This is in “.clip” format so you can read them directly into chops.
These are 100-step (step=0.01) histograms, so the curves will look smoother than the ones above.
###############################################################
# 1D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500622
# Variance: 0.006182
# Standard Deviation: 0.078628
# Highest Pop: 4753.738000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F1_H
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}
{
name = F1_S
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}
}
###############################################################
# 2D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500181
# Variance: 0.009262
# Standard Deviation: 0.096241
# Highest Pop: 1790.664000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F2_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000028 0.000122 0.000162 0.000106 0.000218 0.000059 0.000274 0.000655 0.001485 0.002255 0.003588 0.004288 0.007439 0.012203 0.015884 0.025352 0.034406 0.044183 0.062476 0.082840 0.098359 0.117990 0.149053 0.184533 0.215427 0.244724 0.286298 0.314445 0.361522 0.407039 0.452586 0.505367 0.548137 0.590472 0.647604 0.706804 0.759548 0.812172 0.872257 0.919622 0.958349 1.000000 0.963377 0.922290 0.891017 0.834239 0.793038 0.728635 0.679059 0.609597 0.548920 0.496146 0.453007 0.399705 0.353106 0.315705 0.278033 0.247265 0.204562 0.177298 0.151885 0.130074 0.103540 0.079676 0.059687 0.043629 0.031968 0.023804 0.016086 0.013229 0.009592 0.004379 0.003043 0.001847 0.001343 0.000534 0.000460 0.000264 0.000123 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F2_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000001 0.000007 0.000014 0.000019 0.000029 0.000032 0.000044 0.000074 0.000141 0.000244 0.000406 0.000601 0.000939 0.001493 0.002215 0.003366 0.004928 0.006935 0.009772 0.013534 0.018001 0.023359 0.030128 0.038508 0.048291 0.059404 0.072405 0.086685 0.103103 0.121587 0.142140 0.165090 0.189982 0.216797 0.246206 0.278304 0.312796 0.349679 0.389290 0.431052 0.474573 0.519985 0.563734 0.605618 0.646081 0.683965 0.719979 0.753068 0.783906 0.811589 0.836516 0.859048 0.879620 0.897771 0.913806 0.928143 0.940769 0.951998 0.961288 0.969339 0.976237 0.982144 0.986846 0.990464 0.993175 0.995156 0.996608 0.997689 0.998419 0.999020 0.999455 0.999654 0.999792 0.999876 0.999937 0.999962 0.999982 0.999994 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
###############################################################
# 3D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.500015
# Variance: 0.010059
# Standard Deviation: 0.100296
# Highest Pop: 1578.500000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
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name = F3_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000037 0.000123 0.000422 0.000685 0.001248 0.002510 0.003916 0.004811 0.006070 0.010295 0.018088 0.025762 0.035861 0.044110 0.060203 0.074378 0.090974 0.122607 0.147435 0.174825 0.206790 0.236697 0.279901 0.324030 0.363813 0.411561 0.465354 0.513959 0.567751 0.622045 0.675084 0.735716 0.801255 0.849787 0.889913 0.929477 0.963542 0.993425 1.000000 0.996568 0.954767 0.925325 0.894760 0.852170 0.816884 0.749992 0.702860 0.648880 0.578882 0.520851 0.469637 0.424586 0.383052 0.329244 0.297550 0.256724 0.219398 0.187291 0.155669 0.125576 0.100248 0.079951 0.065369 0.047995 0.037169 0.026767 0.022329 0.015738 0.010870 0.007720 0.004606 0.001779 0.000838 0.000864 0.000229 0.000373 0.000049 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
{
name = F3_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000002 0.000007 0.000024 0.000052 0.000102 0.000204 0.000364 0.000560 0.000807 0.001226 0.001962 0.003011 0.004470 0.006266 0.008716 0.011744 0.015447 0.020437 0.026438 0.033554 0.041971 0.051606 0.062999 0.076188 0.090996 0.107748 0.126689 0.147609 0.170719 0.196038 0.223516 0.253462 0.286076 0.320665 0.356887 0.394720 0.433940 0.474375 0.515079 0.555642 0.594504 0.632168 0.668588 0.703274 0.736524 0.767051 0.795660 0.822071 0.845634 0.866834 0.885950 0.903232 0.918823 0.932225 0.944336 0.954786 0.963716 0.971339 0.977675 0.982787 0.986867 0.990121 0.992782 0.994736 0.996249 0.997338 0.998247 0.998888 0.999330 0.999644 0.999832 0.999904 0.999938 0.999973 0.999983 0.999998 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
###############################################################
# 4D float
###############################################################
# Total Samples: 380160
# Range:
# Average: 0.499978
# Variance: 0.009943
# Standard Deviation: 0.099715
# Highest Pop: 1548.046000
###############################################################
{
rate = 100
start = 0
tracklength = 101
tracks = 2
{
name = F4_H
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000012 0.000246 0.000742 0.000847 0.000844 0.001279 0.001694 0.002297 0.003345 0.006180 0.009538 0.010703 0.016767 0.022965 0.028571 0.039932 0.051898 0.067403 0.086093 0.108445 0.137303 0.169761 0.205641 0.251942 0.292746 0.340985 0.391007 0.432982 0.486582 0.545669 0.601162 0.667632 0.724835 0.780553 0.846369 0.892391 0.927311 0.942968 0.965462 0.979918 1.000000 0.983420 0.976504 0.949250 0.921267 0.887076 0.836389 0.778718 0.715137 0.660345 0.599298 0.542786 0.479091 0.433089 0.381252 0.342628 0.290684 0.249994 0.207826 0.184367 0.152494 0.129394 0.105463 0.081894 0.062983 0.046957 0.035568 0.028333 0.020613 0.014703 0.010851 0.007759 0.005321 0.003733 0.001372 0.000911 0.000664 0.000444 0.000656 0.000376 0.000093 0.000059 0.000064 0.000002 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
}
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name = F4_S
data = 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.000010 0.000040 0.000073 0.000107 0.000158 0.000225 0.000316 0.000449 0.000695 0.001074 0.001499 0.002165 0.003077 0.004212 0.005798 0.007860 0.010538 0.013958 0.018266 0.023720 0.030464 0.038633 0.048642 0.060271 0.073817 0.089350 0.106550 0.125880 0.147557 0.171438 0.197960 0.226754 0.257762 0.291384 0.326835 0.363673 0.401132 0.439486 0.478413 0.518138 0.557205 0.595997 0.633706 0.670304 0.705543 0.738769 0.769704 0.798113 0.824346 0.848153 0.869715 0.888747 0.905952 0.921097 0.934708 0.946256 0.956187 0.964443 0.971767 0.977825 0.982965 0.987155 0.990408 0.992910 0.994775 0.996188 0.997314 0.998133 0.998717 0.999148 0.999456 0.999667 0.999816 0.999870 0.999906 0.999933 0.999950 0.999976 0.999991 0.999995 0.999997 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000 1.000000
}
}
Technical Discussion » renderman z depth question
- Henster
- 196 posts
- Offline
Hi all,
I guess this is a simple problem, just can't find much in either prman or houdini docs. I want to add an atmosphere to my scene without the hassle of atmospheric rendering. My plan was to render a depth map that increased in intensity as it went into the distance and then fake the atmosphere in compositing. Simply, how do I do this with houdini/renderman?
Thanks very much
Henster
I guess this is a simple problem, just can't find much in either prman or houdini docs. I want to add an atmosphere to my scene without the hassle of atmospheric rendering. My plan was to render a depth map that increased in intensity as it went into the distance and then fake the atmosphere in compositing. Simply, how do I do this with houdini/renderman?
Thanks very much
Henster
Technical Discussion » VOP Output Segmentation Fault
- phoenix1606
- 18 posts
- Offline
Version: 5.5.36
OS: Windows 2000 Service Pack 3
Problem:
After playing around a bit with VEX Builder, I found out that I can not wire any inputs into the final Output of the VEX Builder. I think there may be a problem with the VOP engine, but I tried re-installing and I still get the same problem. Does anybody know about this problem and what to do about it? Thanks!
OS: Windows 2000 Service Pack 3
Problem:
After playing around a bit with VEX Builder, I found out that I can not wire any inputs into the final Output of the VEX Builder. I think there may be a problem with the VOP engine, but I tried re-installing and I still get the same problem. Does anybody know about this problem and what to do about it? Thanks!
Technical Discussion » crowd simulation
- anon_user_43052452
- 55 posts
- Offline
Hi,
I am starting to intensively learn houdini, thanks to the videos from 3dbuzz, which are great. (and thanks to the advices I got on a previous post!)
But I found very few tutorials on the net, which make this soft quite not easy to learn, in comparison to maya, for instance.
I was particularly looking for one specific tutorial, which was dealing with crowd simulation. It was a part of 8 exercises. the adress was something like this:
http://cade.scope.edu/courseware/no…/exercise1.html [cade.scope.edu]
But it seems that the page is down, so I was wondering if anyone had a link to any similar tutorial. Because I really believe that any such “complex” effects for softwares such as maya could be done relatively easily with houdini.
thanks in advance
I am starting to intensively learn houdini, thanks to the videos from 3dbuzz, which are great. (and thanks to the advices I got on a previous post!)
But I found very few tutorials on the net, which make this soft quite not easy to learn, in comparison to maya, for instance.
I was particularly looking for one specific tutorial, which was dealing with crowd simulation. It was a part of 8 exercises. the adress was something like this:
http://cade.scope.edu/courseware/no…/exercise1.html [cade.scope.edu]
But it seems that the page is down, so I was wondering if anyone had a link to any similar tutorial. Because I really believe that any such “complex” effects for softwares such as maya could be done relatively easily with houdini.
thanks in advance
Technical Discussion » gather loop in a light shader
- sirogi
- 13 posts
- Offline
Hi everyone,
thought' I'd pop a couple of questions I had
about light shaders…
I'm trying to implement ambient occlusion through light shaders,
so that the amb. occlusion info would be available through an ambient light. This is handy since all the GC keylights can still be seen overlaid
through the diffuse() call.
…and this has to be done in version 5.5.x
Problem is, as far as I understand it, to get a light evaluated
during the ambient() loop, L should be set to 0, but in order for
the shader to work with a gather loop, L has to be set to N (no way around that), and the the occlusion info ends up getting passed to the diffuse term instead of the ambient one….
(the actual gather loop works fine otherwise….)
am I doing anything wrong? is it an implementation issue,
or can we get around that? is there any other way (an explicit way)
to categorize a light as ambient?
any ideas or suggestions most welcome
Cheers!
-Charles.
thought' I'd pop a couple of questions I had
about light shaders…
I'm trying to implement ambient occlusion through light shaders,
so that the amb. occlusion info would be available through an ambient light. This is handy since all the GC keylights can still be seen overlaid
through the diffuse() call.
…and this has to be done in version 5.5.x
Problem is, as far as I understand it, to get a light evaluated
during the ambient() loop, L should be set to 0, but in order for
the shader to work with a gather loop, L has to be set to N (no way around that), and the the occlusion info ends up getting passed to the diffuse term instead of the ambient one….
(the actual gather loop works fine otherwise….)
am I doing anything wrong? is it an implementation issue,
or can we get around that? is there any other way (an explicit way)
to categorize a light as ambient?
any ideas or suggestions most welcome
Cheers!
-Charles.
Technical Discussion » Cheap graphic-card ?
- botti
- 38 posts
- Offline
Hello community!
For home learning I'm searching for a Houdini compatible card
in lower price range. So in lack of budget I can think of 3 alternatives
1 Ati FireGL 8700
2 Ati Radeon 8500 ( w. FireGL 8800-softmod )
3 Ati Radeon 9500 ( w. FireGL Z1-softmod )
I know they're not on the list of supported cards and I know
that Geforce cards with Softquadro-patch are known to work
well with Houdini.
But if possible I like to have a card with better VGA and TV-signal quality
than those Geforces. Are there more possibilties?
Any experience or comment would be fine.
Thanks
For home learning I'm searching for a Houdini compatible card
in lower price range. So in lack of budget I can think of 3 alternatives
1 Ati FireGL 8700
2 Ati Radeon 8500 ( w. FireGL 8800-softmod )
3 Ati Radeon 9500 ( w. FireGL Z1-softmod )
I know they're not on the list of supported cards and I know
that Geforce cards with Softquadro-patch are known to work
well with Houdini.
But if possible I like to have a card with better VGA and TV-signal quality
than those Geforces. Are there more possibilties?
Any experience or comment would be fine.
Thanks
Technical Discussion » FireGL 8800 redraw issues. FireGl X1/Z1 ???
- botti
- 38 posts
- Offline
Hi all!
At
http//www.reactorcritical.com/review-hiend/review-hiend-12.shtml
they say there're some redraw problems
with Houdini and the FireGL8800.
Is the same true for the X1 and Z1 series? Or has it been fixed?
Thanks
botti
At
http//www.reactorcritical.com/review-hiend/review-hiend-12.shtml
they say there're some redraw problems
with Houdini and the FireGL8800.
Is the same true for the X1 and Z1 series? Or has it been fixed?
Thanks
botti
Technical Discussion » Anyone fancy a little challenge? I'm stuck.
- Henster
- 196 posts
- Offline
Hi all,
I'm trying to get this ivy to grow over an arch. I am using l-systems for the leaves and a resampled curve for the vine. I'm trying to get the leaves to open as the next bit of the vine grows. Heres a link to the hip file since I'm not so great at explaining this stuff.
http://www.henster.nildram.co.uk/ivy.hip [henster.nildram.co.uk]
Cheers
Henster
I'm trying to get this ivy to grow over an arch. I am using l-systems for the leaves and a resampled curve for the vine. I'm trying to get the leaves to open as the next bit of the vine grows. Heres a link to the hip file since I'm not so great at explaining this stuff.
http://www.henster.nildram.co.uk/ivy.hip [henster.nildram.co.uk]
Cheers
Henster
Houdini Lounge » Houdini runs better on ancient Graphics Card
- pixelato
- 1 posts
- Offline
Technical Discussion » Max compositing performance, movie files or numbered stills?
- Mistyk
- 5 posts
- Offline
Hi,
For compositing work, is it preferable to have the clips stored as continuous movie files (like avi) or as numbered stills? The reason for asking is that a continous large movie file would likely benefit more from the increased STR of a stripe-set, than lots of small files would. Is this correct? The clips are non-compressed PAL with an alpha channel as well as deep rasters, so they're quite heavy.
Can many small files benifit from high STR as long as they are sequentially stored on disk? If so, would it be necessary to defrag extremely often to keep them grouped? What am thinking, I guess that no single defragger is capable of organising numbered files? Does this mean that continuous movie files are the only way to go for maximum performance?
Then again perhaps compositing in general does not benefit much if at all from high STR, since even if continuous movie files are used, many of them will be retrieved in parallel. Therefore the drive heads would have to go all over the place to find all of the files and the streams would repeatedly be interrupted. Thus you would need one stripe-set per clip to keep the reads sequential, which would be ridiculous. Am I totally off here?
With this reasoning, maybe it doesn't matter if you store the clips as stills or movie files. The only thing that would matter then is low latency/seek/whatever. Please tell me what you think.
Thank you in advance!
For compositing work, is it preferable to have the clips stored as continuous movie files (like avi) or as numbered stills? The reason for asking is that a continous large movie file would likely benefit more from the increased STR of a stripe-set, than lots of small files would. Is this correct? The clips are non-compressed PAL with an alpha channel as well as deep rasters, so they're quite heavy.
Can many small files benifit from high STR as long as they are sequentially stored on disk? If so, would it be necessary to defrag extremely often to keep them grouped? What am thinking, I guess that no single defragger is capable of organising numbered files? Does this mean that continuous movie files are the only way to go for maximum performance?
Then again perhaps compositing in general does not benefit much if at all from high STR, since even if continuous movie files are used, many of them will be retrieved in parallel. Therefore the drive heads would have to go all over the place to find all of the files and the streams would repeatedly be interrupted. Thus you would need one stripe-set per clip to keep the reads sequential, which would be ridiculous. Am I totally off here?
With this reasoning, maybe it doesn't matter if you store the clips as stills or movie files. The only thing that would matter then is low latency/seek/whatever. Please tell me what you think.
Thank you in advance!
Technical Discussion » COPs 2, importing/piping directly from a Mantra output?
- Mistyk
- 5 posts
- Offline
Hi,
Is it possible to pipe the output of a Mantra renderer straight into the compositor (COPs 2), without first rendering to disk? In this way, the required frames would be rendered out by Mantra when the compositor asks for them. I have a faint memory of this being doable in COPs 1, but I might have dreamt that.
Thank you in advance!
Is it possible to pipe the output of a Mantra renderer straight into the compositor (COPs 2), without first rendering to disk? In this way, the required frames would be rendered out by Mantra when the compositor asks for them. I have a faint memory of this being doable in COPs 1, but I might have dreamt that.
Thank you in advance!
Technical Discussion » remote render win2k crash
- foetz
- 31 posts
- Offline
hello,
everytime when i try to use the win2k houdini for remote rendering from an octane i get
“Warning: remote render exited unexpectedly” :cry:
the other side (hserver -d) shows:
nobody is listening on the other end?
i tried nearly every option from the hserver.ini in /winnt/system32. the hserver loads the options correctly but it doesn't help.
got no problems with irix.
redhat 7.2 also does the job but newer versions like mandrake 9.1 show the same.
happens with all versions i tried (5.5.30-266) !!
i don't have one of those personal firewalls or similar running…
any ideas?
thanks in advance
everytime when i try to use the win2k houdini for remote rendering from an octane i get
“Warning: remote render exited unexpectedly” :cry:
the other side (hserver -d) shows:
nobody is listening on the other end?
i tried nearly every option from the hserver.ini in /winnt/system32. the hserver loads the options correctly but it doesn't help.
got no problems with irix.
redhat 7.2 also does the job but newer versions like mandrake 9.1 show the same.
happens with all versions i tried (5.5.30-266) !!
i don't have one of those personal firewalls or similar running…
any ideas?
thanks in advance
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