Pyro FX Render Passes
10648 5 0- Aidan Ryan
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- 12 posts
- Joined: March 2015
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Hey all, first poster here, please excuse if I am posting in the wrong area. I am a high school student trying to learn Houdini on the side, and had a question about Pyro FX. In all the VFX breakdowns I have seen online, it seems like they render out a turbulence/velocity pass, smoke pass, and fire pass separately. I have rendered to .exr files, but upon splitting the exr, there is no smoke pass. How do they get these separate smoke/fire passes? Thanks!
- gui2one
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- 101 posts
- Joined: Feb. 2015
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Hi, to get sperate render passes , just add “extra image planes” on a mantra Rop node. You will find it in “Images/Extra Image Planes” tab (on houdini 14).
-> click on “+” button at the bottom, then you can add any vex variable name.
-> for pyro shader you can find a list of build in variables : smoke_color , smoke_mask, fire_color, fire_mask. Enter on of these in the “vex variable” field. Be careful to set the “vex type” to something suitable.
->Then you can render your image, and mantra will output a separate image plane for each vex variable you want to export ( you can render any pass you can imagine.)
Hope it helps.
-> click on “+” button at the bottom, then you can add any vex variable name.
-> for pyro shader you can find a list of build in variables : smoke_color , smoke_mask, fire_color, fire_mask. Enter on of these in the “vex variable” field. Be careful to set the “vex type” to something suitable.
->Then you can render your image, and mantra will output a separate image plane for each vex variable you want to export ( you can render any pass you can imagine.)
Hope it helps.
- Aidan Ryan
- Member
- 12 posts
- Joined: March 2015
- Offline
- gui2one
- Member
- 101 posts
- Joined: Feb. 2015
- Offline
- Aidan Ryan
- Member
- 12 posts
- Joined: March 2015
- Offline
- Aidan Ryan
- Member
- 12 posts
- Joined: March 2015
- Offline
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