Archived post by Dave Stewart

Goddamn I should have tried it before

the rest SOP does it if you enable normals, so you end up with @rest and @rnml

Used this on one of my fluid tests before, but hadn’t thought to try it on the Car Paint shader https://vimeo.com/293863260

Used it to stick textures to this FLIP sim using RS TriPlanar

Archived post by Lorne

@rich lord this is what I do…set the “old max” to 100 and then dial in your volume absorption and scattering from there, like for example it usually looks way better to have old max 100 and absorption 100 than old max 1 and absorption 1. Redshift does a bad job when the incoming density values are over 1 so this just pads you

Comparison pics coming up here…first is Mantra “ground truth” then Redshift old max 1, then redshift old max 100 and compensated absorption/scattering

In the old max 1 render you can see how I’m also getting those ugly looking flat blocks in my clouds and it doesn’t match mantra at all despite the alpha density being similar

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183012/16/18/image-7.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183012/16/18/image-8.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183012/16/18/image-9.png

Archived post by lcrs

i finally figured out how to create Cryptomatte layers from geo attributes so you can make per-piece or per-prim mattes without having to manually create ID attribs and bind export them… but it seems a bit of a silly workaround and i got super lost with the whole properties system. if any real mantra heads fancy taking a look: http://lewisinthelandofmachines.tumblr.com/post/176559578118/houdini-per-piece-cryptomatte-mantra-support-for