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Here is a quick
and easy way to get fairly nice global illumination style lighting
using
Vmantra and Houdini. Some of the techniques were
stolen/adapted
from the SideEffects mailing list, and others from some of the
websites
below. If you are able to create anything more beautiful than
what
I have come up with below, please share. Thanks to Jens Zalzala,
Carlos
Lemus, and Jim Berberov for the images.
Stomp images by Jens Zalzala
Click here to see .mov
movie
of above.
Click here to see .avi
movie
of above.
http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm - A really good explanation of Radiosity http://www.highend3d.com/maya/tutorials/gi/ - A similar tutorial for Maya http://www.3dluvr.com/marcosss/ - Some Arnold Renders http://www.rendermania.com/HDRI/index.shtml http://graphics.stanford.edu/~henrik/images/global.html - Some good Global Illumination / Radiosity Examples http://www.artifactoryvfx.com/ - The inspiration for Globaltk -- Julian Butler's Maya Global Lighting Rig http://www.3dluvr.com/lightengine3d/downloads/rayDiffuse/rayDiffuse1.html - Raydiffuse Homepage http://www.lightflowtech.com/elf/ - Lightflowtech HomePage http://www.umlaut.fr/XSI/FinalGathering.html - Mental Ray's Final Gathering Technique VS Arnold http://www.debevec.org/HDRShop/ - HDR Shop - Great Resource for info on High Dynamic Range rendering. Also has a Houdini plug-in to allow you to create global lighting set-up from an HDR image.
Right-click and save to disc these files:![]()
NOTE: If you have added to or modified your HOUDINI_PATH, you can place the scripts in houdini/scripts/tk directory and the houdini/scripts/macro directory respectively, then you would only have to type: tk global.tk You still have to modify the PATH variable in the global.tk script as described above.
- Simply put the two scripts provided into your common scripts directory.
- In the global.tk file, change the line:
set PATH /usr/home/etc/global.cmd
.... to the path in which you are storing the .cmd file.- In your Houdini session, in a textport type:
tk path_to_file/global.tk (where "path_to_file" is the actual path to the file).
For further ease of use, map the launching of this utility to a hotkey: alias F1 "tk global.tk"
- Hit the help button for more instructions.
- All objects created will be prepended with "G_".
- Set the resolution of the lights. Low resolutions like will result in fast rendering, but poor quality. Go to about 256 to start, and up from there for better quality.
- Set the "Depth Map" paramater... near, mid or farthest. This will require some experimentation to get right. These settings use a different algorith to calculate shadow maps, and you should change this from default if you are getting artifacts.
- Click the "Create New Global Dome" button. This will create a new dome to which your lights will be instanced, plus one master light and shaders.
- Position the dome in the scene so it is centered around the object you wish to render.
- Modify your dome object if you wish. The "dome" object can be anything you want, as long as the last SOP is called "OUT."
- Change the in-line point SOP to get either randomly-coloured lights, constant coloured lights, or lights that get their colour from an image map referenced by the supplied COP network.
- NOTE: If you are going to use a HDR (high dynamic range) image such as that produced by HDR Shop . Houdini will read in floating point images in the following formats: TIFF, Houdini5.pic or Houdini .rat. You can create floating point TIFF files using HDR Shop. Use COPs2, (the new compositor) to work with floating point images, the old one won't.
- If using an HDR image map as a base for creating lights, your best bet is to use the Lightgen plug-in by Jonathan Cohen which you can get at the HDR Shop home page. This will output a floating point tiff file in longitude map format that you can load directly into Houdini. Or you can create a new map that indicates where the lights should be placed. (The lightgen plugin available on the HDR Shop page will also output a Houdini-compatible .cmd script you can use to generate lights.)
- Load this floating point image into COPs2, then use the COPSII SOP provided by this utility in SOPs to apply the colours to your dome.
- Using group/delete SOPs, delete all the points that are below some brightness threshhold.
- if(point("/obj/geo1/add", $PT,"Cd", 0) < .5 && point("/obj/geo1/add", $PT,"Cd", 1) < .5 && point("/obj/geo1/add", $PT,"Cd", 2) < .5, 1, 0) (Where .5 is the minimum value you want a light attached to... remember, floating point images will contain values in excess of 1.)
- You may still have too many points, so use a facet SOP to remove extras. Pipe the output of that to the OUT SOP.
- Click on the "Add Light to Dome" button to attach more lights to the dome object one at a time or click the "Populate Entire Dome" button to add all the lights at once.
- View through one of your lights and make sure you can see the objects you are rendering. If you can't, adjust the near and and far clipping planes of the master light, (all other lights reference the master light). It's probably a good idea to make the region encompassing the near and far params as tight as possible.
- Changing the values in either the master light, master shadow SHOP or master light SHOP will cause all other OBJs to update with the same values.
- Adjust the overall intensity of the light with the dimmer control in the master light, (G_light0). Adjust shadow softness at the SHOP level.
- You can turn on or off contribution to specular or diffuse for all lights at once using the "Contr to Spec/Diff" buttons after the lights have been added.
- If you have made one test render, and only wish to change exposure, shadow softness, etc., then you can disable shadow map creation by clicking on the "Disable/Enable Shadow Map Creation" button. However, if you go to a different frame, the camera/lights are moving or the object deforming, you will of course have to re-create the shadow maps.
- Clicking the "Start Over" button will remove all OBJs, COPs and SHOPs prepended with "G_".
- You must use Vmantra to render your images.
- If you are using Houdini Apprentice, you will have to change the .pic extension to use the .picni extension for all shaders and lights. To do this, open a textport and type:
opchange .pic .picni
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| Created with trans-shadow key light and one ambient | Image created with global lighting, no ambient, no key | Image created with global lighting, and one key light |
Robot images by Jim Berberov
Sean Lewkiw
http://www.lewkiw.com