Hi,
I'm trying to render sand grains, approx 20 million particles, rendered as instances of 4 different grain geometry types. Although the scene processing time can be a couple of minutes, it does manage to render using about 13gb of vram. But if I turn on motion blur, after a longer processing time ...
Search found 189 matches
- Sat Aug 26, 2023 12:32 pm
- Forum: Houdini
- Topic: millions of instances with motion blur
- Replies: 2
- Views: 3056
- Sat May 13, 2023 12:59 pm
- Forum: Houdini
- Topic: multistep sub frame deformation motion blur
- Replies: 2
- Views: 1752
- Tue May 09, 2023 1:40 pm
- Forum: Houdini
- Topic: multistep sub frame deformation motion blur
- Replies: 2
- Views: 1752
multistep sub frame deformation motion blur
Hi,
I have an object that is deforming quickly and when I render with motion blur I get linear blur streaks even though there is continuous animation arcs data. Is this supported by Octane? I'm unable to find any relevant information.
Thanks
/Yaniv
I have an object that is deforming quickly and when I render with motion blur I get linear blur streaks even though there is continuous animation arcs data. Is this supported by Octane? I'm unable to find any relevant information.
Thanks
/Yaniv
- Wed Apr 19, 2023 9:16 am
- Forum: Bug Reports
- Topic: projection color to uvw not working with bump
- Replies: 4
- Views: 1949
Re: projection color to uvw not working with bump
Can you suggest a workaround for this? I've tried using the tool baked image node but that didn't work either.
Different issue I've also noticed is that bump textures from uv2 create strange artifacts on the uv island boundaries but when swapping uv2 to uv, it works fine.
Thanks
Different issue I've also noticed is that bump textures from uv2 create strange artifacts on the uv island boundaries but when swapping uv2 to uv, it works fine.
Thanks
- Tue Apr 18, 2023 10:49 am
- Forum: Bug Reports
- Topic: projection color to uvw not working with bump
- Replies: 4
- Views: 1949
Re: projection color to uvw not working with bump
I don't know. I thought since it's actually generating projection coordinates then it should work just like world space coords work with noise and bump?
- Mon Apr 17, 2023 2:56 pm
- Forum: Bug Reports
- Topic: projection color to uvw not working with bump
- Replies: 4
- Views: 1949
projection color to uvw not working with bump
Hi,
When using projection color to uvw connected to a procedural noise it works fine when the output is plugged into albedo, but when connected to bump, it doesn't do anything.
Attaching a sample scene.
Thanks
Yaniv
When using projection color to uvw connected to a procedural noise it works fine when the output is plugged into albedo, but when connected to bump, it doesn't do anything.
Attaching a sample scene.
Thanks
Yaniv
- Tue Dec 20, 2022 11:49 am
- Forum: Bug Reports
- Topic: displacement map clipping
- Replies: 3
- Views: 1746
- Mon Dec 19, 2022 9:17 pm
- Forum: Bug Reports
- Topic: displacement map clipping
- Replies: 3
- Views: 1746
displacement map clipping
Hi,
I'm getting artifacts with displacements maps. I've checked in photoshop that there is detail in the full range yet in Octane it seems to be ignoring certain values.
I'm using the Displacement node and not Vertex Displacement (VD does work correctly but is slower to render).
I'm on Houdini 19 ...
I'm getting artifacts with displacements maps. I've checked in photoshop that there is detail in the full range yet in Octane it seems to be ignoring certain values.
I'm using the Displacement node and not Vertex Displacement (VD does work correctly but is slower to render).
I'm on Houdini 19 ...
- Sat Oct 01, 2022 7:25 am
- Forum: Houdini
- Topic: sky transform
- Replies: 3
- Views: 1414
Re: sky transform
Can these features be requested somewhere?
Thanks
Thanks
- Wed Sep 21, 2022 6:24 pm
- Forum: Houdini
- Topic: sky transform
- Replies: 3
- Views: 1414
sky transform
Hi,
Is there any way to transform (more specifically rotate) the environment sky models? Not just about the North offset but in any axis?
Also it seems like the ground start and blend angles don't do anything.
I'm trying to artificially lower the horizon of the physical sky.
Thanks
Yaniv
Is there any way to transform (more specifically rotate) the environment sky models? Not just about the North offset but in any axis?
Also it seems like the ground start and blend angles don't do anything.
I'm trying to artificially lower the horizon of the physical sky.
Thanks
Yaniv