is there still no way to mix displacement maps other than via (sloooow) COPS workaround/hack?
(which in some cases isn`t even a way to go)
i cant`t get it to work, and last forum thread i found was in 2022... which basically says no...
?!
thanks for any idea!!!!
Search found 32 matches
- Wed Jul 10, 2024 12:12 pm
- Forum: Houdini
- Topic: displacement mixing
- Replies: 1
- Views: 1542
- Mon May 08, 2023 10:59 am
- Forum: General Discussion
- Topic: Metal / M1 benchmark results
- Replies: 4
- Views: 4891
Re: Metal / M1 benchmark results
any updates regarding METAL benchmarks?
best
Jan
best
Jan
- Thu Apr 20, 2023 9:52 am
- Forum: Houdini
- Topic: Octane 2022.1 renders 2021.1.6 scene much darker
- Replies: 4
- Views: 2069
Re: Octane 2022.1 renders 2021.1.6 scene much darker
a late followup,
i found the reason for my scene beeing darker in Octane 2022 as i found out that my problem is not colour-space or alikes but the keepInstancePower checkbox that was added to OctaneLights in 2022, and is on by default.
So opening a file built with a previous version, and using ...
i found the reason for my scene beeing darker in Octane 2022 as i found out that my problem is not colour-space or alikes but the keepInstancePower checkbox that was added to OctaneLights in 2022, and is on by default.
So opening a file built with a previous version, and using ...
- Mon Feb 06, 2023 11:03 am
- Forum: Houdini
- Topic: Octane Material OpenGL Parameters
- Replies: 4
- Views: 1570
Re: Octane Material OpenGL Parameters
thank you so much blobbybarack and juanjgon for your answers!!!
i`m aware of the opengl shaders, and it already helps A LOT to use them the way you described...
and also found some more infos in your links.
in fact i was wondering if there is a way to fetch an already mixed Texture or layered ...
i`m aware of the opengl shaders, and it already helps A LOT to use them the way you described...
and also found some more infos in your links.
in fact i was wondering if there is a way to fetch an already mixed Texture or layered ...
- Fri Feb 03, 2023 11:50 am
- Forum: Houdini
- Topic: Octane Material OpenGL Parameters
- Replies: 4
- Views: 1570
Octane Material OpenGL Parameters
is there any way to access e.g. the color values of an Octane-RGB-Color node for use in the Opengl Parameters of the OctaneMaterialBuilder-Node?
Or the texture/colors of a RGBImageNode or MixTextureNode etc for use in the OpenGl ogl_tex1 Paramter?
many thanks for any hint!!
jn
Or the texture/colors of a RGBImageNode or MixTextureNode etc for use in the OpenGl ogl_tex1 Paramter?
many thanks for any hint!!
jn
- Fri Jan 27, 2023 1:55 pm
- Forum: Houdini
- Topic: Octane 2022.1 renders 2021.1.6 scene much darker
- Replies: 4
- Views: 2069
Re: Octane 2022.1 renders 2021.1.6 scene much darker
yes the settings didn`t change... and settings are in the screenshot.
also i attached an example render where the difference is visible...
settings.png
Screenshot 2023-01-27 142542.png
right: Mplay image with enable OpenColorIO deactivated, with rendering of Octane2021
left: IPR Octane 2022 ...
also i attached an example render where the difference is visible...
settings.png
Screenshot 2023-01-27 142542.png
right: Mplay image with enable OpenColorIO deactivated, with rendering of Octane2021
left: IPR Octane 2022 ...
- Fri Jan 27, 2023 11:26 am
- Forum: Houdini
- Topic: Octane 2022.1 renders 2021.1.6 scene much darker
- Replies: 4
- Views: 2069
Octane 2022.1 renders 2021.1.6 scene much darker
i guess it is due to color management that a scene built with Octane 2021 renders much darker in Octane 2022...
what did change? and how to get back to former brightness and colors?
best
Jan
what did change? and how to get back to former brightness and colors?
best
Jan
- Tue Jan 17, 2023 10:55 am
- Forum: Houdini
- Topic: Material X Support?
- Replies: 0
- Views: 873
Material X Support?
are there any plans to support MaterialX in Octane Render in the near future?
best
jn
best
jn
- Tue Dec 20, 2022 2:20 pm
- Forum: Houdini
- Topic: how to render denoised shadow pass (without rendering twice)
- Replies: 1
- Views: 1694
Re: how to render denoised shadow pass (without rendering twice)
ok i found the answer to my (clueless) question,
(just in case anyone has the same problem)
i though i wouldn`t understand shadow passes fully, but it turned out that the extremely noisy shadowpass was due to light emitting materials in the scene.
After deselecting "cast shadows" on the emitting ...
(just in case anyone has the same problem)
i though i wouldn`t understand shadow passes fully, but it turned out that the extremely noisy shadowpass was due to light emitting materials in the scene.
After deselecting "cast shadows" on the emitting ...
- Fri Nov 18, 2022 11:36 am
- Forum: Houdini
- Topic: how to render denoised shadow pass (without rendering twice)
- Replies: 1
- Views: 1694
how to render denoised shadow pass (without rendering twice)
might be a totally noob question, but:
I was searching for a good way to render a denoised shadow pass but found no satisfying answer so far.
any help highly apreciated!
i tried Auxiliary->Shadows => VERY NOISY (why?)(a lot more than Beauty, even without AIDenoiser)(And no Denoised-Beatuy-Shadow ...
I was searching for a good way to render a denoised shadow pass but found no satisfying answer so far.
any help highly apreciated!
i tried Auxiliary->Shadows => VERY NOISY (why?)(a lot more than Beauty, even without AIDenoiser)(And no Denoised-Beatuy-Shadow ...