Re: OT: Houdini: a few image plane questions
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
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
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
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
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
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