XPU requires materialX shaders for rendering, instead of VEX based shaders (i.e. principled shader) …
(colorspace in redshift rendernode has new default setting and the colors will be muted!) …
out -> render -> advanced -> unified sampling check automatic sampling (also check samples …
in /img/comp add redshift postfx node enable photographic exposure in PostFX tab -> check …
out -> Redshift -> Volumetric -> check enable scattering: 10 phase: 0.5 add rslight …
pyroimport -> Redshift OBJ -> enable tesselation in shop context -> add rs volume …
v3 super fast GI primary: brute force secondary: irradiance point cloud Num GI bounces: …
check Enable Photographic Exposure film speed: 160 Saturation: 1.2 postfx: LUT C:\ProgramData\Redshift\Data\LUT\AdanmqLUTS and find …
(also add UVs to object/grid) add rs material builder and go inside add rs …
v2 (works independant of object hight and radius adjustable!) add a grid node -> …
add RS Material builder inside add a RS Material and TextureSampler connect them to …
on a light -> objects tab -> check Enable Light-Mesh Associations then select object …
in MAT context, add RS Material Builder before, add RS Material and connect outputColor …
(remember UVs and enough subdivisions!) obj level -> redshift tab -> tesselation enable tesselation …
go to shop context and create rs network (vopnet) add RS Material Node and …
in MAT context, add RS Material builder add RS Material node at beginning add …
add 2 rs material nodes, gold (font) and plastic (bg) add rs material blender …
add rsmaterial builder node add 2 rsmaterial nodes then add rsmaterial blender node blend …
add materials in MAT context MAT -> Material -> Reflections: Samples 256 to add …
IPR tab -> uncheck IPR progressiv rendering (to get same preview in viewport as …
install redshift then open C:\Users\USERNAME\Documents\houdini17.5\houdini.env go to C:\ProgramData\Redshift\Plugins\Houdini then find right version add this: …
in ROP render node: Render Frame Range Only (Strict) … add several ROP render …
Render -> Download NVIDIA OptiX Denoiser mantra node -> Images tab -> output tab …
in out: file path: motion-cam.$F4.exr add batch node under each ROP, then add merge …
(in mantra) add geo/file add normal node add UV texture node add cloud node …
(import fbx) add camera add openGL render node in out shading mode: wireframe ghost
(this hides HDR with a plane, but keeps alpha mask of bottle) add new …
(intersection glass with water, for bottle) make stuff intersect enable nested dielectrics in render …
(maybe render without caustics light to save rendertime) low settings sampling tab min samples: …
just click on photo icon below render to create one and use slider to …
in out channel put down mantra node mantra1 -> rendering tab engine: Physically based …
shift drag in render (to enable) (shift drag outside the image to disable)
mantra -> images -> extra images planes check combined lighting (per component) check direct …
mantra -> images -> extra images planes add extra image plane VEX variable Af
add mainobject add grid/bg apply shadowmatte (from utilities) add 2 mantra render nodes (name …
out -> after mantra node add hqrender node select node and click submit job …
(but still have it’s shadows) in render settings -> objects -> forced matte -> …
click on long vertical bar on right side of render view this opens up …
change right dropdown to out render -> add mantra node select mantra1 node images …
in /mat context add Karma Material Builder node and dive inside delete the mtlxsurface …
go to /mat context add karma material builder node and dive inside delete input …
workflow using two renderings this simple workflow creates two renderings, color and shadow …
Problem redshift installer file cannot be opened in Windows10 and throws this error: “The …
(mplay fills up RAM) go to out context -> select redshift ROP common tab …
add karma material builder node and dive inside add mtlx ambient occlusion node (to …
(add some geo, then switch to /stage context) add scene import nodes (geo and …