Frenchdog’s Weblog

Entries from January 2009

Houdini Renderset V1

January 11, 2009 · Leave a Comment

A Renderset tools update :

I’m using the Render menu now to execute the python scripts. Here is a quick demo here.

 

 

 

 

 

 

I uploaded those scripts to the Houdini Exchange.

Copy the script and otls folders in one of your $HOME  path for example.  if you want to call those python scripts from the render menu, copyalso  the “MainMenuCommon” file into your $HOME path.
If you want to use them from the shelf, you can copy the code from ”new_renderset.py” into the script tab of a new tool.
Same thing for the  ”add_to_renderset.py”.

The otl file is a simple python Object Operator. By default (when you create it)  this object is just a subnet, and so you can add some objects inside without using the HDA mechanism (the “allow editing of contents”) .  I use this object to find all the renderset nodes as their type is “renderset”. The only little problem is that I can’t create a custom icon for this HDA as it turns it into a “real” HDA .

Categories: houdini

Mental Ray reminders

January 5, 2009 · Leave a Comment

set MI_FORCE_OLD_BSP
set MI_FORCE_OLD_BSP=60 10

As long as you:
1) Ensure the "ShapeInstanceTime" attribute is
nowhere to be seen in your ICE graphs.
2) Don't use Irradiance Particles.
3) Don't use stand-ins.

You should be quite ok.

For 1), this means using the "Instance Shape"
node instead of the "Set Instance Geometry"
compound, as I said before.

If still uncertain, use it only when you're
having real problems with BSP2, and can still
follow the aforementioned rules

* particle with instances slow and crashes
Make sure you use the "Instance Shape" node,
rather than the compound, if you can get
away with it. The compound forces the animated
instances on, due to the inclusion of the
"ShapeInstanceTime" attribute inside of it,
which renders all the instances using mental ray
 assemblies.

The old BSP is not exposed in the UI.

Just setting the environment variable will force XSI to use the old BSP with the 
default BSP settings.

You can specify the maximum depth and size :

set MI_FORCE_OLD_BSP=60 10

Note that certain newer mental ray features do not work properly with this setting,
including irradiance particles, assemblies, the ambient occlusion cache, and some final gathering optimizations.

 

Nice poem isn’t it ?

Categories: xsi

Houdini RenderSet tool

January 4, 2009 · Leave a Comment

Thanks to the cold winter here in France, I spent a large part of this weekend in front of two screens. 

The first screen was in theatre to see Igor.
I must confess that I didn’t really want to go see it but my daughter found the good words I guess. But I enjoyed it, maybe more than wall-e or madacascar2. Igor is a very good movie ! I like those moment when you go to see a movie without reading any critics or seeing any teasers and get a good surprise :) .

The second screen was on my laptop.
I’m learning HOM (Houdini Object Model) in my spare time and I decided to translate my houdini render pass system into a shelf tool. I changed the name to RenderSet, just because it is not exactly the same than Softimage RenderPass :) . It is in early stage at the moment. I’m using the houdini shelf tool to just run some python code for now.  So, no HDA (Houdini Digital Asset) to install and  no need to “allow editing of contents”  of some nodes anymore. The tool workflow looks promising to me. Now I need to implement a serious user interface (I don’t like the pop up system to much). I should also add some RenderSet presets (matte, shadow, occlusion etc…), and some other little ideas too… 

You can clic on the image to see a little demo :

ui1

Categories: houdini

Happy 2009 !

January 1, 2009 · Leave a Comment

To start the year with some good vibes,  here is Famille Grendy, a great french rock band !

Categories: Uncategorized