Houdini14 Sneak Peek
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Pancho
- Posts: 659
- Joined: 19 Sep 2010, 09:28
Re: Houdini14 Sneak Peek
Rendering in Modo e.g. is a blaze with the Xeons, but I don't know for Houdini. I plan to render rather in other packages, but in terms of workflow it's hard to say how much time you spend on tweaking settings (single core + GPU display) vs simulation time (multithreaded + GPU calculations).
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Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Houdini14 Sneak Peek
I'd say, part of Houdini related to Mantra, this is much more streamlined than the rest of application. In other word, if you're able to setup the FLIP fluid sim in Houdini ( not that hard for basic tasks), definitively you'll be able to get it to render properly. Memory issue I've described a few pages above ( a lot of triangles in displaced geometry), happens with Modo 801 too, by the way. In difference to Modo or V-Ray, Mantra PBR is a CPU path tracer, there is no interpolated ray traced GI method, like Modo IC. On flip side, I found Mantra a much easier to clean the noise than Modo Monte Carlo. My personal recipe is just to set the 'min reflection limit' ( a sort of threshold for multiple importance sampling), to something more than zero, some higher sampling values than default, and that's it. Never tried to render archiviz interior, anyway.Pancho wrote:Rendering in Modo e.g. is a blaze with the Xeons, but I don't know for Houdini. I plan to render rather in other packages, but in terms of workflow it's hard to say how much time you spend on tweaking settings (single core + GPU display) vs simulation time (multithreaded + GPU calculations).
When it comes to hair, volumes, water, Mantra could be stronger than anything else - it's built renderer, having the options and dirty tricks for everything generated by Houdini, like a fast 'fake caustics' for water, or ability to just turn of the 'grainy' sampling for some object. Especially for hair is so much easier to clean the noise, than in Modo.
FLIP fluid in Houdini is fast to simulate, for my taste and general speed of such sims. One can't expect miracles here. Anyway, good part imho belongs to application in general - if you want, you could cache only the particles, leaving the meshing for render time. Also there are many variances, how you'll cache something. Just if you want (not best idea), you could cache directly to RAM, without writing to disc.
On not-so-nice side, if you're running into something unusual with rendering, for example you want to remap the global position to texture in material, you have to run into a few abstractions ( nicely hidden in SI or Modo), like ' vector space conversion'. Houdini offers many procedural patterns, but almost every of them outputs the different range, an so on and so on. App itself is not nearly forgiving as SI, especially VOP compared to ICE or SI Render tree.
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angus_davidson
- Posts: 583
- Joined: 20 Dec 2012, 04:13
- Skype: ithacapellin
Re: Houdini14 Sneak Peek
Saw this on Vimeo ,
Octane plugin rendering in Houdini
Very nice
Octane plugin rendering in Houdini
Very nice
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Technomancer at Digital Arts
Wits University
Technomancer at Digital Arts
Wits University
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Rork
- Posts: 1359
- Joined: 09 Jul 2009, 06:59
- Location: Close to The Hague, Netherlands
Re: Houdini14 Sneak Peek
wow! very cool!
If one is to start using H14, there's some really nice renderers to choose from, in addition to Mantra
rob
If one is to start using H14, there's some really nice renderers to choose from, in addition to Mantra
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
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SamHowell
- Posts: 364
- Joined: 09 Jun 2009, 12:09
- Location: Birmingham
Re: Houdini14 Sneak Peek
Not available to Apprentice or Indie users though.Rork wrote:wow! very cool!
If one is to start using H14, there's some really nice renderers to choose from, in addition to Mantra
rob
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Hirazi Blue
- Administrator
- Posts: 5113
- Joined: 04 Jun 2009, 10:15
Re: Houdini14 Sneak Peek
One thing that has always remained unclear to me, is where Mantra actually "stands"
in comparison to other "production proven" renderers (especially of the modern era).
in comparison to other "production proven" renderers (especially of the modern era).
Stay safe, sane & healthy!
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SamHowell
- Posts: 364
- Joined: 09 Jun 2009, 12:09
- Location: Birmingham
Re: Houdini14 Sneak Peek
In my very limited experience I would say Arnold is the nearest equivalent to Mantra PBR.Hirazi Blue wrote:One thing that has always remained unclear to me, is where Mantra actually "stands"
in comparison to other "production proven" renderers (especially of the modern era).
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MauricioPC
- Moderator
- Posts: 1089
- Joined: 16 Sep 2013, 11:39
Re: Houdini14 Sneak Peek
The power of Houdini ... animation by the numbers! 
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MauricioPC
- Moderator
- Posts: 1089
- Joined: 16 Sep 2013, 11:39
Re: Houdini14 Sneak Peek
Hirazi Blue wrote:One thing that has always remained unclear to me, is where Mantra actually "stands"
in comparison to other "production proven" renderers (especially of the modern era).
Most (if not all) on the Axis Animation reel are Mantra renderings. Quite impressive.
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Mathaeus
- Posts: 1778
- Joined: 08 Jun 2009, 19:11
- Location: Zagreb, Croatia
Re: Houdini14 Sneak Peek
Latest, PBR variance could be taken as 'Arnold lite' (hope this statement won't create a new, looong thread...) where 'lite' refers to, perhaps smaller count of polygons than Arnold, possible to eat by Mantra, without problems.Hirazi Blue wrote:One thing that has always remained unclear to me, is where Mantra actually "stands"
in comparison to other "production proven" renderers (especially of the modern era).
Older variances, still present, are a sort of Renderman compliant, REYES and so on, but definitively not fast as 3delight (when it comes to REYES only rendering) - but 3Delight traditionaly was a fastest reyes render on planet (this is for another long thread...).
Mantra PBR definitively does not behave as reyes renderer, anymore, but some typical Renderman features are transferred to PBR, like 'point rendering', where dots are only only shaded, without using polygon geometry. This point thing is 'featured' on bottom of pic bellow.
Since v13 or 12, I think, they are adding a number of hard coded, built in shaders, in newest shader fashion. Like hair dual scattering of Marschner style, GGX, Ashikhmin and so on.

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Bullit
- Moderator
- Posts: 2621
- Joined: 24 May 2012, 07:44
Re: Houdini14 Sneak Peek
Question is time/easy of use not quality, most renders today can achieve quality.
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NNois
- Posts: 754
- Joined: 09 Jun 2009, 18:33
Re: Houdini14 Sneak Peek
hi guys,
Did someone has experience with texture baking in houdini ?
saw we have to use one ROP for each objects and uv... seems tedious but i'm sure we could chain render right ?
Any experience on this ? Before i was using Soft/MR but MR is crap and i would really want to try a real PBR baking solution
EDIT: PBR raytracing isn't supported for texture baking
Did someone has experience with texture baking in houdini ?
saw we have to use one ROP for each objects and uv... seems tedious but i'm sure we could chain render right ?
Any experience on this ? Before i was using Soft/MR but MR is crap and i would really want to try a real PBR baking solution
EDIT: PBR raytracing isn't supported for texture baking
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Kzin
- Posts: 432
- Joined: 09 Jun 2009, 09:36
Re: Houdini14 Sneak Peek
why you need the pbr mode to bake textures? that makes no sense for me. simple texture baking is independent from a physical plausible rendering approach.
my question is what you want to bake that needs a pbr approach for a texture which is baked? and what advances you are expecting when using the pbr mode instead of micropolygon or raytracing for your baked textures?
my question is what you want to bake that needs a pbr approach for a texture which is baked? and what advances you are expecting when using the pbr mode instead of micropolygon or raytracing for your baked textures?
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NNois
- Posts: 754
- Joined: 09 Jun 2009, 18:33
Re: Houdini14 Sneak Peek
Well in my case, for a full virtual studio where we need a single layer of texture, mostly for the lightning solution, i need raytracing obviously and this is not allowed on houdini !Kzin wrote:why you need the pbr mode to bake textures? that makes no sense for me. simple texture baking is independent from a physical plausible rendering approach.
my question is what you want to bake that needs a pbr approach for a texture which is baked? and what advances you are expecting when using the pbr mode instead of micropolygon or raytracing for your baked textures?
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Werner
- Posts: 157
- Joined: 09 Jun 2009, 11:30
Re: Houdini14 Sneak Peek
Some nice tools on the horizon. Softimage Tweak tool right in Houdini!
https://www.youtube.com/watch?v=yaHF5_e ... e=youtu.be
https://www.youtube.com/watch?v=yaHF5_e ... e=youtu.be
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MauricioPC
- Moderator
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- Joined: 16 Sep 2013, 11:39
Re: Houdini14 Sneak Peek
That's pretty cool! Is it a plugin?Werner wrote:Some nice tools on the horizon. Softimage Tweak tool right in Houdini!![]()
https://www.youtube.com/watch?v=yaHF5_e ... e=youtu.be