Re: OT: Houdini: a few image plane questions

2015-06-17 Thread Gerbrand Nel

Got it thanks!
I set my verbose too high and got caught up in all the messages.
Mantra rocks!!
Thanks for the help!
G
On 17/06/2015 12:07, Cristobal Infante wrote:
You need to import the parameter inside the shader, have you done 
that? (Not bind)


Also set the parameter to export always. Minute 7:00 of that video..





On 17 June 2015 at 09:27, Gerbrand Nel nagv...@gmail.com 
mailto:nagv...@gmail.com wrote:


Thanks! I tried it in a new scene and got it working just fine.
Then I tried it in my production scene, and I get this error for
each object in the scene:

mantra: Variable wallMatte (vector) not found for export in shader
'op:/obj/eyesRender/shopnet1/eyeOutside'

What does that mean?
I didn't get this shit in my test scene?
The matte renders, but I don't want to just ignore this error!

Thanks for all the input guys!
G

On 16/06/2015 16:45, Cristobal Infante wrote:

In regards to your after effects question, I think there is a
plugin that allows you to extract buffers.

To get additional buffers, you need to create an attribute and
then call it from inside the shader with a Bind.
If it's not inside the shader it will not show on the final render.

If this is not clear, have a look at this video:

https://vimeo.com/98484834








On 16 June 2015 at 15:36, Gerbrand Nel nagv...@gmail.com
mailto:nagv...@gmail.com wrote:

Hey guys.
I'm getting to the rendering part of this job, and have found
image planes in mantra.
They seem really cool, but I've hit a few snags.

First of all, They seem to render into either one big EXR
file, or into multiple exr files, but each image plane goes
into its own exr channel.
This makes them pretty useless in afterfx.
Is there a way to get them to render like frame buffers in
softimage, where each channel goes into its own exr, but not
into some obscure channel within that exr.
Alternatively, do you guys know of a fast way to export these
channels into the rgba channels of a new exr?

Second question.
In softimage I used frame buffers to render mattes for
objects in my scene.
Can this be done with image planes?
I tried creating a color parameter in my shader, and then
calling that as a new image plane, but I just got a black
frame and errors.
Thanks for reading guys
G









Re: OT: Houdini: a few image plane questions

2015-06-17 Thread Gerbrand Nel

Thanks! I tried it in a new scene and got it working just fine.
Then I tried it in my production scene, and I get this error for each 
object in the scene:


mantra: Variable wallMatte (vector) not found for export in shader 
'op:/obj/eyesRender/shopnet1/eyeOutside'


What does that mean?
I didn't get this shit in my test scene?
The matte renders, but I don't want to just ignore this error!

Thanks for all the input guys!
G
On 16/06/2015 16:45, Cristobal Infante wrote:
In regards to your after effects question, I think there is a plugin 
that allows you to extract buffers.


To get additional buffers, you need to create an attribute and then 
call it from inside the shader with a Bind.

If it's not inside the shader it will not show on the final render.

If this is not clear, have a look at this video:

https://vimeo.com/98484834








On 16 June 2015 at 15:36, Gerbrand Nel nagv...@gmail.com 
mailto:nagv...@gmail.com wrote:


Hey guys.
I'm getting to the rendering part of this job, and have found
image planes in mantra.
They seem really cool, but I've hit a few snags.

First of all, They seem to render into either one big EXR file, or
into multiple exr files, but each image plane goes into its own
exr channel.
This makes them pretty useless in afterfx.
Is there a way to get them to render like frame buffers in
softimage, where each channel goes into its own exr, but not into
some obscure channel within that exr.
Alternatively, do you guys know of a fast way to export these
channels into the rgba channels of a new exr?

Second question.
In softimage I used frame buffers to render mattes for objects in
my scene.
Can this be done with image planes?
I tried creating a color parameter in my shader, and then calling
that as a new image plane, but I just got a black frame and errors.
Thanks for reading guys
G






Re: OT: Houdini: a few image plane questions

2015-06-17 Thread Cristobal Infante
You need to import the parameter inside the shader, have you done that?
(Not bind)

Also set the parameter to export always. Minute 7:00 of that video..





On 17 June 2015 at 09:27, Gerbrand Nel nagv...@gmail.com wrote:

  Thanks! I tried it in a new scene and got it working just fine.
 Then I tried it in my production scene, and I get this error for each
 object in the scene:

 mantra: Variable wallMatte (vector) not found for export in shader
 'op:/obj/eyesRender/shopnet1/eyeOutside'

 What does that mean?
 I didn't get this shit in my test scene?
 The matte renders, but I don't want to just ignore this error!

 Thanks for all the input guys!
 G

 On 16/06/2015 16:45, Cristobal Infante wrote:

  In regards to your after effects question, I think there is a plugin
 that allows you to extract buffers.

  To get additional buffers, you need to create an attribute and then call
 it from inside the shader with a Bind.
 If it's not inside the shader it will not show on the final render.

  If this is not clear, have a look at this video:

  https://vimeo.com/98484834








 On 16 June 2015 at 15:36, Gerbrand Nel nagv...@gmail.com wrote:

 Hey guys.
 I'm getting to the rendering part of this job, and have found image
 planes in mantra.
 They seem really cool, but I've hit a few snags.

 First of all, They seem to render into either one big EXR file, or into
 multiple exr files, but each image plane goes into its own exr channel.
 This makes them pretty useless in afterfx.
 Is there a way to get them to render like frame buffers in softimage,
 where each channel goes into its own exr, but not into some obscure channel
 within that exr.
 Alternatively, do you guys know of a fast way to export these channels
 into the rgba channels of a new exr?

 Second question.
 In softimage I used frame buffers to render mattes for objects in my
 scene.
 Can this be done with image planes?
 I tried creating a color parameter in my shader, and then calling that as
 a new image plane, but I just got a black frame and errors.
 Thanks for reading guys
 G






Re: OT: Houdini: a few image plane questions

2015-06-16 Thread Christopher Crouzet
Hey Gerbrand,

You can save each extra image plane into their own file by setting the
`Different File` parameter. Note that this parameter is hidden when the
`Output Picture` parameter is set to the default value of `ip`, so just
change it to point to an actual file on disk. If you then want to save the
image planes directly into the RGB channels, then you can set the `Channel
Name` parameter to `C` but this won't always be an answer to your problems
if you decide for example to export the image planes for each component
and/or each light. So you'd better find a solution for After Effects. In
Nuke, the `Shuffle` node doest just that.

For the mattes, you have many ways but one that I dig is to use the `Forced
Matte` parameter, under the `Objects` tab of the Mantra node. This way, if
you'd like to split the render for different sets of objects, then you
could for example create a bundle named `@objects` that would contain all
the objects to render and, in the Mantra node dedicated to render your
specific object `OBJECT_SPHERE`, you could set `@objects ^OBJECT_SPHERE` in
the `Forced Matte` parameter to define every rendered object of your scene
as matte but the current object that you want to render. I find it to be
quite a flexible approach knowing that you can create smart bundles based
on name patterns such as `/obj/OBJECT_%`. In other words, this means that
you possibly have nothing to worry about if you decide later on to add more
objects into your scene—your matte for the sphere object will still work.


On 16 June 2015 at 21:36, Gerbrand Nel nagv...@gmail.com wrote:

 Hey guys.
 I'm getting to the rendering part of this job, and have found image planes
 in mantra.
 They seem really cool, but I've hit a few snags.

 First of all, They seem to render into either one big EXR file, or into
 multiple exr files, but each image plane goes into its own exr channel.
 This makes them pretty useless in afterfx.
 Is there a way to get them to render like frame buffers in softimage,
 where each channel goes into its own exr, but not into some obscure channel
 within that exr.
 Alternatively, do you guys know of a fast way to export these channels
 into the rgba channels of a new exr?

 Second question.
 In softimage I used frame buffers to render mattes for objects in my scene.
 Can this be done with image planes?
 I tried creating a color parameter in my shader, and then calling that as
 a new image plane, but I just got a black frame and errors.
 Thanks for reading guys
 G




-- 
Christopher Crouzet
*http://christophercrouzet.com* http://christophercrouzet.com


Re: OT: Houdini: a few image plane questions

2015-06-16 Thread Cristobal Infante
In regards to your after effects question, I think there is a plugin that
allows you to extract buffers.

To get additional buffers, you need to create an attribute and then call it
from inside the shader with a Bind.
If it's not inside the shader it will not show on the final render.

If this is not clear, have a look at this video:

https://vimeo.com/98484834








On 16 June 2015 at 15:36, Gerbrand Nel nagv...@gmail.com wrote:

 Hey guys.
 I'm getting to the rendering part of this job, and have found image planes
 in mantra.
 They seem really cool, but I've hit a few snags.

 First of all, They seem to render into either one big EXR file, or into
 multiple exr files, but each image plane goes into its own exr channel.
 This makes them pretty useless in afterfx.
 Is there a way to get them to render like frame buffers in softimage,
 where each channel goes into its own exr, but not into some obscure channel
 within that exr.
 Alternatively, do you guys know of a fast way to export these channels
 into the rgba channels of a new exr?

 Second question.
 In softimage I used frame buffers to render mattes for objects in my scene.
 Can this be done with image planes?
 I tried creating a color parameter in my shader, and then calling that as
 a new image plane, but I just got a black frame and errors.
 Thanks for reading guys
 G




Re: OT: Houdini: a few image plane questions

2015-06-16 Thread Ed Manning
for After Effects use of multicannel .exrs:
http://www.fnordware.com/ProEXR/

it's actually a really nice workflow once you get used to it.  Though much
better in Nuke or other node/channel based compositors

On Tue, Jun 16, 2015 at 10:45 AM, Cristobal Infante cgc...@gmail.com
wrote:

 In regards to your after effects question, I think there is a plugin that
 allows you to extract buffers.

 To get additional buffers, you need to create an attribute and then call
 it from inside the shader with a Bind.
 If it's not inside the shader it will not show on the final render.

 If this is not clear, have a look at this video:

 https://vimeo.com/98484834








 On 16 June 2015 at 15:36, Gerbrand Nel nagv...@gmail.com wrote:

 Hey guys.
 I'm getting to the rendering part of this job, and have found image
 planes in mantra.
 They seem really cool, but I've hit a few snags.

 First of all, They seem to render into either one big EXR file, or into
 multiple exr files, but each image plane goes into its own exr channel.
 This makes them pretty useless in afterfx.
 Is there a way to get them to render like frame buffers in softimage,
 where each channel goes into its own exr, but not into some obscure channel
 within that exr.
 Alternatively, do you guys know of a fast way to export these channels
 into the rgba channels of a new exr?

 Second question.
 In softimage I used frame buffers to render mattes for objects in my
 scene.
 Can this be done with image planes?
 I tried creating a color parameter in my shader, and then calling that as
 a new image plane, but I just got a black frame and errors.
 Thanks for reading guys
 G