Example for

Mantra

Example

Metaball geometry can be natively rendered as a volume in mantra. Metaball rendering can be enabled by checking the Metaballs as Volume parameter on the Geometry tab of a geometry object. Any point attributes on the metaballs will be interpolated to the shading position in the same manner that point attributes are interpolated for metaball surfaces.

Here is an example using randomized point color attributes:

Controlling Shadow Quality/Performance

Shadow map generation uses the Pixel Samples and Shadow Step Size parameters (in the Mantra Render Operator) to control quality and performance in exactly the same way they are used for surfaces. Since volumes often cast soft, diffuse shadows, it is often possible to use low-resolution deep shadow maps when rendering volumes, leading to much faster render times. Shadow map Resolution can be changed on the Shadow tab of a Houdini light.

Render node examples

Bake Animation

rop_example_bakeanimation Example for Bake Animation render node

Fetch

FetchROP Example for Fetch render node

Mantra

AmbientOcclusion Example for Mantra render node

MotionVector Example for Mantra render node

Volume Rendering - Metaballs as Volume Example for Mantra render node

Volume Rendering - File Referenced Smoke Example for Mantra render node

Volume Rendering - From Primitives Example for Mantra render node

Net Barrier

netbarrierpost Example for Net Barrier render node

/nodes/out/ramp

RampReference

/nodes/out/shutter

ShutterShape

Wedge

rop_example_wedge Example for Wedge render node