In our final project for this first sprint of “Houdini in five minutes” we’re gonna build a tactical shooter style isocontour map with a bunch of moving particles. We’re gonna be using Houdini’s built in SOPs, a bit of MOPs (www.motionoperators.com) and Redshift (www.redshift3d.com). In this third part we’re setting up our scene for rendering in Redshift.
Thank you for all the awesome tutorials, your work really makes the daunting task of learning houdini (from a non-computer science perspective) way more enjoyable and playful!
If by anychance you could add a quick rendering setup for mantra or karma, that would be amazing and very much appreciated.
Thank you for reading,
Nicolas
Hi Nicolas,
a “quick rendering setup for Mantra or Karma” is not really possible by definition. That being said, here’s a slow Mantra setup: http://www.entagma.com/downloads/Houdini_in_Five_Minutes_017-019_Mantra_Slow_Tut.zip
Cheers, Mo
Merci beaucoup for your answer!
Nicolas
Merci beaucoup for your answer and the hip file!
Nicolas
Thanks for this, in the process of rendering my result, will share 🙂
Any special reason to move the terraces down with a transform sop rather than doing it in the top obj-level on the geo-node itself’s parameters? In this very example it seemed overcomplicated.
Thanks. Great tip to use the booleans for this. Would it be just as reasonable to export the seam groups from the extruded terraces instead of doing a seperate boolean operation for the particle paths?
I was having trouble making my own render look good after following this tute. I’m on Houdini Indie and Redshift Demo. So I opened up the provided files and everything seems dialed in like you mention, but the render still looks terrible and the points/lines don’t really show up. Is the render used in the tutorial intro (black with red and white lights and depth of field) already set up in your provided files? Just want to know if I’m going crazy or not…