Using Takes in Houdini

  Рет қаралды 5,549

Tim van Helsdingen

Tim van Helsdingen

Күн бұрын

Thought i'd record a short tutorial on using takes in Houdini! They can be super useful, but not everybody seems to know they exist or why you should use them.
Download project file:
timvanhelsdingen.com/using-ta...
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Пікірлер: 15
@TobiasSchoenke
@TobiasSchoenke 2 жыл бұрын
Very helpful thanks
@previs_
@previs_ 2 жыл бұрын
thank you 🙏
@WPSoul
@WPSoul 4 жыл бұрын
For variation staff, it's much better to use TOP, because you don't need to switch takes in OUTs each time and in render, you can simply click on wedge and see variant. You can even render all variants at once
@TimvanHelsdingen
@TimvanHelsdingen 4 жыл бұрын
How so?... I do use wedging pretty often, but I prefer managing my renders just in rops. But for takes and variations I'm talking about manual overrides for variations in your scene here. Sure if you want to set a bunch of random variations based on renders, sure tops is better. But if I need to split a render up in multiple components, need different lights with different settings for some elements in my scene to be different in each rop that renders the different elements etc. then takes are a lot more straightforward than TOPs I'd say, or am I missing something? Also I use deadline for managing renders, not TOPs/hqueue
@WPSoul
@WPSoul 4 жыл бұрын
@@TimvanHelsdingen in Wedges, you can choose not only random scenario, but also set of static values. I just prefer TOPs because it's more procedural, you just need to setup it once and then, you can use on all renders. With takes, you need to setup everything again and again. But, for 1-2 variations, it's better to use takes, of course
@TimvanHelsdingen
@TimvanHelsdingen 4 жыл бұрын
Well to each his own :) 1001 ways to do anything. But with TOPs you'd still have to go adjust these settings in your wedges, it's less intuitive then just being able to work in your materials itself, drag sliders on your light. etc. It's great for automating stuff or setting up or if you're after generating variations of your scene with different values, sure that's useful. But if you're actively going to work on a completely different version of your scene (night vs day or something) or need to split up your scene in 10 different rops in order to get all the proper aov's (render X object but with no displacement this time, this addition aov. turn this and this light off, etc..) I think takes are way more user friendly as you can just work as you normally do and not changing stuff on a single wedge TOP.
@seeressjera
@seeressjera 4 жыл бұрын
thank you for this !
@TimvanHelsdingen
@TimvanHelsdingen 4 жыл бұрын
glad you liked it! 😁
@baldoski
@baldoski 4 жыл бұрын
I can see RenderMan in the menu! :D Woohooo! Go for it, this engine is superb! :)
@TimvanHelsdingen
@TimvanHelsdingen 4 жыл бұрын
Have had it installed for a while but haven't really gotten into it much yet. Don't have that much cpu horsepower here so been doing most in redshift. But will definitely have to give it a proper whirl at some point! Heard a lot of good things. Hoping XPU will come out at some point as well, have a lot more gpu power than I do cpu power.
@halloo20halloo
@halloo20halloo 3 жыл бұрын
how we can output takes automatically? which one take we want and by click render all takes to render for example!!!!
@ikbo
@ikbo 3 жыл бұрын
Is there a render all takes option so I can click one button and it renders each take?
@TimvanHelsdingen
@TimvanHelsdingen 3 жыл бұрын
Just make a couple of ROPs and daisy chain them?
@RoN43wwq
@RoN43wwq 4 жыл бұрын
how to apply different materils on objects in takes?
@TimvanHelsdingen
@TimvanHelsdingen 4 жыл бұрын
You can override any parameter with a take, which included the material assignment slot.
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