This technology was driven by feature film VFX, where shader parameters driven by geometry properties are necessary for basic survival. The underlying VEX operations can be used in both contexts, and shaders can render based on an unlimited number of geometry properties of most known types. The coolest thing about Houdini's rendering workflow is that it's really hard to tell where geometry leaves off and shader operations begin. Multiple passes for multiple lights are just a fact of life for Mantra renders. Not only that, if you decided you wanted to do your lightmapping somewhere besides Beast, Mantra could probably handle that as well. It can also save those as deep raster passes in a single. Mantra is capable of putting out various passes like Normal, Specular, Bump, Diffuse, and even any custom attribute you can think of, like vector flow maps derived from interaction with a Houdini dynamics simulation. Mantra does not currently support raytraced UV rendering, but Micropolygon Physically Based Rendering looks good, once you get the hang of it. Certain limits apply, your mileage may vary, yada yada. You could create a HDA that renders out texture maps with Mantra. The short answer, so far, is Yes You Can. I see your location is London, but if there's any way you can make it to SIGGRAPH, stop by the SESI booth and we can chat.Ĭlick to expand.Sorry I'm a little slow getting back to this thread, SIGGRAPH and Unite have been consuming my life of late. We've tried to make it so the results of the asset are optimized and make sure we retain all the Houdini functionality. Not that the libraries are porky, but the assets you build can be. Well, technically they do, and only in play mode within the editor, but as it stands, you'd be crazy to give that much runtime budget to what is currently an Editor/level-load-time solution. Within that for loop, I'd create a new gameobject and grab the mesh from the result of my Asset, and at the end of the loop, I'd have a boatload of different rocks.Īt runtime, it's a different story. cs script with a for loop in it that sets the frame number parameter on the Asset to be whatever the int value is. The way I'd set it up, to satisfy the requirements of your question, is to have a Houdini Asset doing something like deforming rocks every frame with a random number, which would give me a different rock each frame, in Houdini. Things in SOPs don't have 3d transforms like objects in a hierarchy, but the geometry object that contains the sopnet does. Anything animated in SOPs is the same as having deforming geometry, even though you might have a number of groups or what appear to be discrete objects.
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